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121 lines
3.4 KiB
121 lines
3.4 KiB
/***********************-*-C++-*-********
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computation.h 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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// This one was discussed on the newsgroup rec.games.abstract
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//
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****************************************/
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#include "computation.h"
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#include <klocale.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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Computation::Computation( 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->hide();
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for (int i = 0; i < 4; i++) {
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play[i] = new Pile(1 + i, this);
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play[i]->move(10 + (i+1) * cardMap::CARDX() * 14 / 10, 10 + cardMap::CARDY() * 15 / 10);
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play[i]->setAddFlags(Pile::addSpread);
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play[i]->setCheckIndex(1);
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target[i] = new Pile(5 + i, this);
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target[i]->move(10 + (i+1) * cardMap::CARDX() * 14 / 10, 10);
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target[i]->setRemoveFlags(Pile::disallow);
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target[i]->setCheckIndex(0);
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target[i]->setTarget(true);
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}
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pile = new Pile(13, this);
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pile->setAddFlags(Pile::disallow);
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pile->setRemoveFlags(Pile::autoTurnTop);
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pile->move(10, 10);
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setActions(Dealer::Demo | Dealer::Hint);
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}
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void Computation::restart() {
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deck->collectAndShuffle();
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deal();
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}
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void Computation::deal() {
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while (!deck->isEmpty()) {
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Card *c = deck->nextCard();
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pile->add(c, true, false);
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}
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// no animation
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pile->top()->turn(true);
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}
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inline bool matches(const CardList &cl, Card *start, int offset)
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{
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Card *before = start; // maybe 0 for ignore first card
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for (CardList::ConstIterator it = cl.begin(); it != cl.end(); ++it)
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{
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if (before && (*it)->rank() % 13 != (before->rank() + offset) % 13)
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return false;
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before = *it;
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}
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return true;
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}
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bool Computation::checkStore( const Pile*, const CardList& cl) const
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{
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if (cl.count() != 1)
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return false;
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return (cl.first()->source()->index() == 13);
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}
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bool Computation::checkAdd( int index, const Pile* c1, const CardList& cl) const
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{
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if (index == 1)
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return checkStore(c1, cl);
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assert(c1->index() >= 5 && c1->index() <= 8);
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if ( c1->top() && c1->top()->rank() == Card::King) // finished
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return false;
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if ( c1->cardsLeft() == 13 )
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return false;
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int offset = c1->index() - 4;
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if (c1->isEmpty()) {
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Card::Rank start = static_cast<Card::Rank>(Card::Ace + (offset - 1));
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return cl.first()->rank() == start && matches(cl, 0, offset);
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}
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return matches(cl, c1->top(), offset);
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}
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static class LocalDealerInfo6 : public DealerInfo
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{
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public:
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LocalDealerInfo6() : DealerInfo(I18N_NOOP("&Calculation"), 6) {}
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virtual Dealer *createGame(TDEMainWindow *parent) { return new Computation(parent); }
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} ldi6;
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#include "computation.moc"
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