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485 lines
15 KiB
485 lines
15 KiB
/*---------------------------------------------------------------------------
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spider.cpp implements a patience card game
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Copyright (C) 2003 Josh Metzler
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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 "spider.h"
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#include "cardmaps.h"
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#include <tdelocale.h>
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#include "deck.h"
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#include <kdebug.h>
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void SpiderPile::moveCards(CardList &c, Pile *to)
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{
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Pile::moveCards(c, to);
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// if this is a leg pile, don't do anything special
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if ( to->checkIndex() == 0 )
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return;
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// if the top card of the list I just moved is an Ace,
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// the run I just moved is the same suit as the pile,
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// and the destination pile now has more than 12 cards,
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// then it could have a full deck that needs removed.
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if (c.last()->rank() == Card::Ace &&
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c.first()->suit() == to->top()->suit() &&
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to->cardsLeft() > 12) {
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Spider *b = dynamic_cast<Spider*>(dealer());
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if (b) {
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b->checkPileDeck(to);
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}
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}
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}
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//-------------------------------------------------------------------------//
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Spider::Spider(int suits, 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, suits);
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// I deal the cards into 'redeal' piles, so hide the deck
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deck->setVisible(false);
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// Dealing the cards out into 5 piles so the user can see how many
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// sets of 10 cards are left to be dealt out
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for( int column = 0; column < 5; column++ ) {
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redeals[column] = new Pile(column + 1, this);
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redeals[column]->move(8 + dist_x / 3 * (23 + column), 8 + dist_y * 4.5);
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redeals[column]->setZ(5-column);
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redeals[column]->setCheckIndex(0);
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redeals[column]->setAddFlags(Pile::disallow);
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redeals[column]->setRemoveFlags(Pile::disallow);
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connect(redeals[column], TQT_SIGNAL(clicked(Card*)), TQT_SLOT(deckClicked(Card*)));
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}
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// The 10 playing piles
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for( int column = 0; column < 10; column++ ) {
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stack[column] = new SpiderPile(column + 6, this);
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stack[column]->move(8 + dist_x * column, 8);
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stack[column]->setZ(20);
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stack[column]->setCheckIndex(1);
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stack[column]->setAddFlags(Pile::addSpread | Pile::several);
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stack[column]->setRemoveFlags(Pile::several |
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Pile::autoTurnTop | Pile::wholeColumn);
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}
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// The 8 'legs' so named by me because spiders have 8 legs - why
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// else the name Spider?
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for( int column = 0; column < 8; column++ ) {
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legs[column] = new Pile(column + 16, this);
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legs[column]->move(8 + dist_x / 3 * column, 8 + dist_y * 4.5);
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legs[column]->setZ(column+1);
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legs[column]->setCheckIndex(0);
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legs[column]->setAddFlags(Pile::disallow);
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legs[column]->setRemoveFlags(Pile::disallow);
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legs[column]->setTarget(true);
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}
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// Moving an A-K run to a leg is not really an autoDrop - the
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// user should have no choice. Also, it must be moved A first, ...
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// up to K so the King will be on top.
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setAutoDropEnabled(false);
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setActions(Dealer::Hint | Dealer::Demo );
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}
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//-------------------------------------------------------------------------//
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bool Spider::checkAdd(int /*checkIndex*/, const Pile *c1, const CardList& c2) const
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{
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// assuming the cardlist is a valid unit, since I allowed
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// it to be removed - can drop any card on empty pile or
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// on any suit card of one higher rank
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if (c1->isEmpty() || c1->top()->rank() == c2.first()->rank()+1)
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return true;
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return false;
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}
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bool Spider::checkRemove(int /*checkIndex*/, const Pile *p, const Card *c) const
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{
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// if the pile from c up is decreasing by 1 and all the same suit, ok
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// note that this is true if c is the top card
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const Card *before;
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int index = p->indexOf(c);
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while (c != p->top()) {
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before = c;
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c = p->at(++index);
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if (before->suit() != c->suit() || before->rank() != c->rank()+1)
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return false;
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}
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return true;
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}
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void Spider::getHints()
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{
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kdDebug(11111) << "get hints" << endl;
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// first, get runs from each stack
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CardList cl[10];
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Pile* empty = NULL;
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for (int column = 0; column < 10; column++) {
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if (stack[column]->isEmpty())
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empty = stack[column];
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else
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cl[column] = getRun(stack[column]->top());
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}
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// if I can build a run from Ace->King in one suit then
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// hint those moves
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HintList hl;
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for (int s = Card::Clubs; s <= Card::Spades; s++) {
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bool bGrowing = true;
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int vTopNew = 0;
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int colNew = -1;
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while (bGrowing && vTopNew < 13) {
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bGrowing = false;
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int col = colNew;
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int vTop = vTopNew;
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for (int column = 0; column < 10; column++) {
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if (cl[column].isEmpty() || col == column)
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continue;
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if (cl[column].last()->suit() == s &&
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cl[column].last()->rank() <= vTop+1 &&
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cl[column].first()->rank() > vTop)
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{
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bGrowing = true;
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if (cl[column].first()->rank() > vTopNew) {
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colNew = column;
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vTopNew = cl[column].first()->rank();
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}
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}
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}
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if (bGrowing && vTop)
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hl.append(new MoveHint(cl[col][vTop-
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cl[colNew].last()->rank()+1], stack[colNew]));
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}
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if (vTopNew == 13)
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hints += hl;
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else
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for (HintList::Iterator it = hl.begin(); it != hl.end(); ++it)
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delete *it;
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hl.clear();
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}
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// now check to see if a run from one column can go on the end
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// of a run from another stack
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for (int column = 0; column < 10; column++) {
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if (cl[column].isEmpty())
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continue;
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// if there is an empty column and this stack is on
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// another card, hint
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if (empty && cl[column].count() < (uint)stack[column]->cardsLeft()) {
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newHint(new MoveHint(cl[column].first(), empty));
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continue;
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}
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// now see if I can move this stack to any other column
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for (int c2 = 0; c2 < 10; c2++) {
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if (c2 == column || cl[c2].isEmpty())
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continue;
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if (cl[c2].last()->rank() == cl[column].first()->rank()+1)
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{
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// I can hint this move - should I?
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int index = stack[column]->indexOf(cl[column].first());
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// if target pile is the same suit as this card,
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// or if there are no cards under this one,
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// or if it couldn't move to where it is now,
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// or if the card under this one is face down, hint
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if (cl[c2].last()->suit() == cl[column].first()->suit() ||
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index == 0 || stack[column]->at(index-1)->rank() !=
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cl[column].first()->rank()+1 ||
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!(stack[column]->at(index-1)->realFace()))
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newHint(new MoveHint(cl[column].first(), stack[c2]));
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}
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}
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}
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}
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MoveHint *Spider::chooseHint()
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{
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kdDebug(11111) << "choose 1 of " << hints.count() << " hints" << endl;
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if (hints.isEmpty())
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return 0;
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// first, choose a card that is moving to the same suit
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for (HintList::ConstIterator it = hints.begin(); it != hints.end(); ++it)
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{
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if (!(*it)->pile()->isEmpty() &&
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(*it)->pile()->top()->suit() == (*it)->card()->suit())
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return *it;
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}
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// second, choose a card that is moving from the base
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for (HintList::ConstIterator it = hints.begin(); it != hints.end(); ++it)
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{
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if ((*it)->card()->source() &&
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(*it)->card()->source()->at(0) == (*it)->card())
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return *it;
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}
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// otherwise, go with a random hint
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return hints[randseq.getLong(hints.count())];
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}
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//-------------------------------------------------------------------------//
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TQString Spider::getGameState() const
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{
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return TQString::number(m_leg*10 + m_redeal);
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}
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void Spider::setGameState(const TQString &stream)
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{
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int i = stream.toInt();
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if (m_leg > i/10) {
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for (m_leg--; m_leg > i/10; m_leg--)
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legs[m_leg]->setVisible(false);
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legs[m_leg]->setVisible(false);
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} else
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for (; m_leg < i/10; m_leg++)
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legs[m_leg]->setVisible(true);
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if (m_redeal > i%10) {
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for (m_redeal--; m_redeal > i%10; m_redeal--)
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redeals[m_redeal]->setVisible(true);
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redeals[m_redeal]->setVisible(true);
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} else
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for (; m_redeal < i%10; m_redeal++)
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redeals[m_redeal]->setVisible(false);
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}
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//-------------------------------------------------------------------------//
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void Spider::restart()
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{
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deck->collectAndShuffle();
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deal();
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}
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//-------------------------------------------------------------------------//
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CardList Spider::getRun(Card *c) const
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{
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CardList result;
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Pile *p = c->source();
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if (!p || p->isEmpty())
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return result;
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result.append(c);
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Card::Suit s = c->suit();
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int v = c->rank();
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int index = p->indexOf(c);
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c = p->at(--index);
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while (index >= 0 && c->realFace() &&
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c->suit() == s && c->rank() == ++v)
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{
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result.prepend(c);
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c = p->at(--index);
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}
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return result;
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}
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void Spider::checkPileDeck(Pile *check)
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{
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kdDebug(11111) << "check for run" << endl;
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if (check->isEmpty())
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return;
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if (check->top()->rank() == Card::Ace) {
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// just using the CardList to see if this goes to King
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CardList run = getRun(check->top());
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if (run.first()->rank() == Card::King) {
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legs[m_leg]->setVisible(true);
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// remove this full deck from this pile
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CardList cl;
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for (int i = 0; i < 13; i++ ) {
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cl.append(check->cards().last());
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check->moveCards(cl, legs[m_leg]);
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cl.clear();
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}
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m_leg++;
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}
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}
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}
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void Spider::dealRow()
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{
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if (m_redeal > 4)
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return;
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for (int column = 0; column < 10; column++) {
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stack[column]->add(redeals[m_redeal]->top(), false, true);
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// I may put an Ace on a K->2 pile so it could need cleared.
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if (stack[column]->top()->rank() == Card::Ace)
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checkPileDeck(stack[column]);
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}
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redeals[m_redeal++]->setVisible(false);
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}
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//-------------------------------------------------------------------------//
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void Spider::deal()
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{
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unmarkAll();
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m_leg = 0;
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m_redeal = 0;
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int column = 0;
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// deal face down cards (5 to first 4 piles, 4 to last 6)
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for (int i = 0; i < 44; i++ ) {
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stack[column]->add(deck->nextCard(), true, true);
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column = (column + 1) % 10;
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}
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// deal face up cards, one to each pile
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for (int i = 0; i < 10; i++ ) {
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stack[column]->add(deck->nextCard(), false, true);
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column = (column + 1) % 10;
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}
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// deal the remaining cards into 5 'redeal' piles
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for (int column = 0; column < 5; column++ )
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for (int i = 0; i < 10; i++ )
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redeals[column]->add(deck->nextCard(), true, false);
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// make the leg piles invisible
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for (int i = 0; i < 8; i++ )
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legs[i]->setVisible(false);
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// make the redeal piles visible
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for (int i = 0; i < 5; i++ )
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redeals[i]->setVisible(true);
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}
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Card *Spider::demoNewCards()
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{
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if (m_leg > 4)
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return 0;
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deckClicked(0);
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return stack[0]->top();
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}
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void Spider::deckClicked(Card*)
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{
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kdDebug(11111) << "deck clicked " << m_redeal << endl;
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if (m_redeal > 4)
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return;
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unmarkAll();
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dealRow();
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takeState();
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}
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bool Spider::isGameLost() const
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{
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kdDebug(11111) << "isGameLost ?"<< endl;
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// if there are still cards to deal out, you have not lost
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if (m_redeal < 5)
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return false;
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// first, get runs from each stack - returning if empty
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CardList cl[10];
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for (int column = 0; column < 10; column++) {
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if (stack[column]->isEmpty())
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return false;
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cl[column] = getRun(stack[column]->top());
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}
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// from this point on, I know that none of the columns is empty
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// now check to see if a run from one column can go on the end
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// of a run from another stack
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for (int column = 0; column < 10; column++)
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for (int c2 = 0; c2 < 10; c2++) {
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if (c2 == column)
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continue;
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// if I can move this run to another pile, I'm not done
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if (cl[c2].last()->rank() == cl[column].first()->rank()+1)
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return false;
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}
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// if you can build a run from Ace->King in one suit then
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// you can clear it and keep playing
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for (int s = Card::Clubs; s <= Card::Spades; s++) {
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bool bGrowing = true;
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int vTop = 0;
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while (bGrowing && vTop < 13) {
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bGrowing = false;
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int column = 0;
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while (column < 10 && !bGrowing) {
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if (cl[column].last()->suit() == s &&
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cl[column].last()->rank() <= vTop+1 &&
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cl[column].first()->rank() > vTop)
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{
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bGrowing = true;
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vTop = cl[column].first()->rank();
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}
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column++;
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}
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}
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// if you can build such a pile, you can continue
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if (vTop == 13)
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return false;
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}
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return true;
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}
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static class LocalDealerInfo15 : public DealerInfo
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{
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public:
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LocalDealerInfo15() : DealerInfo(I18N_NOOP("S&pider (Easy)"), 14) {}
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virtual Dealer *createGame(TDEMainWindow *parent) { return new Spider(1, parent); }
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} ldi15;
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static class LocalDealerInfo16 : public DealerInfo
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{
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public:
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LocalDealerInfo16() : DealerInfo(I18N_NOOP("Spider (&Medium)"), 15) {}
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virtual Dealer *createGame(TDEMainWindow *parent) { return new Spider(2, parent); }
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} ldi16;
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static class LocalDealerInfo17 : public DealerInfo
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{
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public:
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LocalDealerInfo17() : DealerInfo(I18N_NOOP("Spider (&Hard)"), 16) {}
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virtual Dealer *createGame(TDEMainWindow *parent) { return new Spider(4, parent); }
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} ldi17;
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//-------------------------------------------------------------------------//
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#include "spider.moc"
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//-------------------------------------------------------------------------//
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