/* idiot.cpp implements a patience card game Copyright (C) 1995 Paul Olav Tvete Permission to use, copy, modify, and distribute this software and its documentation for any purpose and without fee is hereby granted, provided that the above copyright notice appear in all copies and that both that copyright notice and this permission notice appear in supporting documentation. This file is provided AS IS with no warranties of any kind. The author shall have no liability with respect to the infringement of copyrights, trade secrets or any patents by this file or any part thereof. In no event will the author be liable for any lost revenue or profits or other special, indirect and consequential damages. 4 positions, remove lowest card(s) of suit */ #include "idiot.h" #include #include "deck.h" #include "cardmaps.h" Idiot::Idiot( KMainWindow* parent, const char* _name) : Dealer( parent, _name ) { deck = Deck::new_deck( this ); deck->move(10, 10); away = new Pile( 5, this ); away->setTarget(true); away->setRemoveFlags(Pile::disallow); const int distx = cardMap::CARDX() + cardMap::CARDX() / 10 + 1; for( int i = 0; i < 4; i++ ) { play[ i ] = new Pile( i + 1, this); play[i]->move(10 + cardMap::CARDX() * 18 / 10 + distx * i, 10); play[i]->setAddFlags( Pile::addSpread ); play[i]->setRemoveFlags( Pile::disallow ); } away->move(10 + cardMap::CARDX() * 5 / 2 + distx * 4, 10); setActions(Dealer::Hint | Dealer::Demo); } void Idiot::restart() { deck->collectAndShuffle(); deal(); } inline bool higher( const Card* c1, const Card* c2) { if (!c1 || !c2 || c1 == c2) return false; if (c1->suit() != c2->suit()) return false; if (c2->value() == Card::Ace) // special case return true; if (c1->value() == Card::Ace) return false; return (c1->value() < c2->value()); } bool Idiot::canMoveAway(Card *c) { return ( higher( c, play[ 0 ]->top() ) || higher( c, play[ 1 ]->top() ) || higher( c, play[ 2 ]->top() ) || higher( c, play[ 3 ]->top() ) ); } bool Idiot::cardClicked(Card *c) { if (c->source() == deck) { deal(); return true; } if (c != c->source()->top()) return false; if( canMoveAway(c) ) away->add(c, false, false); else if( play[ 0 ]->isEmpty() ) play[0]->add(c, false, true); else if( play[ 1 ]->isEmpty() ) play[1]->add(c, false, true); else if( play[ 2 ]->isEmpty() ) play[2]->add( c, false, true); else if( play[ 3 ]->isEmpty() ) play[3]->add(c, false, true); return true; // may be a lie, but noone cares } bool Idiot::isGameWon() const { if (!deck->isEmpty()) return false; for (int i = 0; i < 4; i++) { if (play[i]->cardsLeft() != 1 || play[i]->top()->value() != Card::Ace) return false; } return true; } bool Idiot::cardDblClicked(Card *) { return false; // nothing - nada } void Idiot::deal() { if( !deck->isEmpty() ) { for( int i = 0; i < 4; i++ ) play[ i ]->add( deck->nextCard(), false, true ); } } void Idiot::getHints() { bool cardMoved = false; for( int i = 0; i < 4; i++ ) if ( canMoveAway( play[i]->top() ) ) { cardMoved = true; newHint(new MoveHint(play[i]->top(), away)); } if (cardMoved) return; // now let's try to be a bit clever with the empty piles for( int i = 0; i < 4; i++ ) if (play[i]->isEmpty()) { // Find a card to move there int biggestPile = -1; int sizeBiggestPile = -1; for( int j = 0; j < 4; j++ ) { if ( i != j && play[j]->cardsLeft()>1 ) { // Ace on top of the pile ? -> move it if ( play[j]->top()->value() == Card::Ace ) { biggestPile = j; break; } // Otherwise choose the biggest pile if ( play[j]->cardsLeft() > sizeBiggestPile ) { sizeBiggestPile = play[j]->cardsLeft(); biggestPile = j; } } } if ( biggestPile != -1 ) { newHint(new MoveHint(play[biggestPile]->top(), play[i])); return; } } } Card *Idiot::demoNewCards() { if( deck->isEmpty() ) return 0; deal(); return play[0]->top(); } static class LocalDealerInfo2 : public DealerInfo { public: LocalDealerInfo2() : DealerInfo(I18N_NOOP("&Aces Up"), 2) {} virtual Dealer *createGame(KMainWindow *parent) { return new Idiot(parent); } } ldi4; #include "idiot.moc"