1 | /* |
2 | * Copyright (C) 1997 Rodolfo Borges <barrett@labma.ufrj.br> |
3 | * Copyright (C) 1998-2009 Stephan Kulow <coolo@kde.org> |
4 | * Copyright (C) 2010 Parker Coates <coates@kde.org> |
5 | * |
6 | * License of original code: |
7 | * ------------------------------------------------------------------------- |
8 | * Permission to use, copy, modify, and distribute this software and its |
9 | * documentation for any purpose and without fee is hereby granted, |
10 | * provided that the above copyright notice appear in all copies and that |
11 | * both that copyright notice and this permission notice appear in |
12 | * supporting documentation. |
13 | * |
14 | * This file is provided AS IS with no warranties of any kind. The author |
15 | * shall have no liability with respect to the infringement of copyrights, |
16 | * trade secrets or any patents by this file or any part thereof. In no |
17 | * event will the author be liable for any lost revenue or profits or |
18 | * other special, indirect and consequential damages. |
19 | * ------------------------------------------------------------------------- |
20 | * |
21 | * License of modifications/additions made after 2009-01-01: |
22 | * ------------------------------------------------------------------------- |
23 | * This program is free software; you can redistribute it and/or |
24 | * modify it under the terms of the GNU General Public License as |
25 | * published by the Free Software Foundation; either version 2 of |
26 | * the License, or (at your option) any later version. |
27 | * |
28 | * This program is distributed in the hope that it will be useful, |
29 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
30 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
31 | * GNU General Public License for more details. |
32 | * |
33 | * You should have received a copy of the GNU General Public License |
34 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
35 | * ------------------------------------------------------------------------- |
36 | */ |
37 | |
38 | #include "mod3.h" |
39 | |
40 | #include "dealerinfo.h" |
41 | #include "patsolve/mod3solver.h" |
42 | |
43 | #include <KLocale> |
44 | |
45 | |
46 | Mod3::Mod3( const DealerInfo * di ) |
47 | : DealerScene( di ) |
48 | { |
49 | } |
50 | |
51 | |
52 | void Mod3::initialize() |
53 | { |
54 | // Piles are placed very close together. Set layoutSpacing to 0 to prevent |
55 | // interference between them. |
56 | setLayoutSpacing(0.0); |
57 | |
58 | const qreal dist_x = 1.114; |
59 | const qreal dist_y = 1.31; |
60 | const qreal bottomRowY = 3 * dist_y + 0.2; |
61 | const qreal rightColumX = 8 * dist_x + 0.8; |
62 | |
63 | // This patience uses 2 deck of cards. |
64 | setDeckContents( 2 ); |
65 | |
66 | talon = new PatPile( this, 0, "talon" ); |
67 | talon->setPileRole(PatPile::Stock); |
68 | talon->setLayoutPos(rightColumX, bottomRowY); |
69 | talon->setSpread(0, 0); |
70 | talon->setKeyboardSelectHint( KCardPile::NeverFocus ); |
71 | talon->setKeyboardDropHint( KCardPile::NeverFocus ); |
72 | connect( talon, SIGNAL(clicked(KCard*)), SLOT(drawDealRowOrRedeal()) ); |
73 | |
74 | aces = new PatPile( this, 50, "aces" ); |
75 | aces->setPileRole(PatPile::FoundationType1); |
76 | aces->setLayoutPos(rightColumX, 0.5); |
77 | aces->setBottomPadding( 2.5 ); |
78 | aces->setKeyboardSelectHint( KCardPile::NeverFocus ); |
79 | aces->setKeyboardDropHint( KCardPile::ForceFocusTop ); |
80 | |
81 | for ( int r = 0; r < 4; ++r ) |
82 | { |
83 | for ( int c = 0; c < 8; ++c ) |
84 | { |
85 | int pileIndex = r * 10 + c + 1; |
86 | QString objectName = QString( "stack%1_%2" ).arg( r ).arg( c ); |
87 | stack[r][c] = new PatPile( this, pileIndex, objectName ); |
88 | |
89 | // The first 3 rows are the playing field, the fourth is the store. |
90 | if ( r < 3 ) |
91 | { |
92 | stack[r][c]->setLayoutPos( dist_x * c, dist_y * r ); |
93 | // Very tight spread makes it easy to quickly tell number of |
94 | // cards in each pile and we don't care about the cards beneath. |
95 | stack[r][c]->setSpread( 0, 0.08 ); |
96 | stack[r][c]->setBottomPadding( 0.23 ); |
97 | } |
98 | else |
99 | { |
100 | stack[r][c]->setLayoutPos( dist_x * c, bottomRowY ); |
101 | stack[r][c]->setBottomPadding( 0.8 ); |
102 | } |
103 | stack[r][c]->setPileRole( r == 0 ? PatPile::FoundationType2 |
104 | : r == 1 ? PatPile::FoundationType3 |
105 | : r == 2 ? PatPile::FoundationType4 |
106 | : PatPile::Tableau ); |
107 | stack[r][c]->setHeightPolicy( KCardPile::GrowDown ); |
108 | stack[r][c]->setKeyboardSelectHint( KCardPile::AutoFocusTop ); |
109 | stack[r][c]->setKeyboardDropHint( KCardPile::AutoFocusTop ); |
110 | } |
111 | } |
112 | |
113 | setActions(DealerScene::Hint | DealerScene::Demo | DealerScene::Deal); |
114 | setSolver( new Mod3Solver( this ) ); |
115 | } |
116 | |
117 | bool mod3CheckAdd(int baseRank, const QList<KCard*> & oldCards, const QList<KCard*> & newCards) |
118 | { |
119 | if (oldCards.isEmpty()) |
120 | return newCards.first()->rank() == baseRank; |
121 | else |
122 | return oldCards.first()->rank() == baseRank |
123 | && newCards.first()->suit() == oldCards.last()->suit() |
124 | && newCards.first()->rank() == oldCards.last()->rank() + 3; |
125 | } |
126 | |
127 | bool Mod3::checkAdd(const PatPile * pile, const QList<KCard*> & oldCards, const QList<KCard*> & newCards) const |
128 | { |
129 | switch (pile->pileRole()) |
130 | { |
131 | case PatPile::FoundationType1: |
132 | return newCards.size() == 1 && newCards.first()->rank() == KCardDeck::Ace; |
133 | case PatPile::FoundationType2: |
134 | return mod3CheckAdd(KCardDeck::Two, oldCards, newCards); |
135 | case PatPile::FoundationType3: |
136 | return mod3CheckAdd(KCardDeck::Three, oldCards, newCards); |
137 | case PatPile::FoundationType4: |
138 | return mod3CheckAdd(KCardDeck::Four, oldCards, newCards); |
139 | case PatPile::Tableau: |
140 | return oldCards.isEmpty(); |
141 | case PatPile::Stock: |
142 | default: |
143 | return false; |
144 | } |
145 | } |
146 | |
147 | bool Mod3::checkRemove(const PatPile * pile, const QList<KCard*> & cards) const |
148 | { |
149 | switch (pile->pileRole()) |
150 | { |
151 | case PatPile::FoundationType2: |
152 | case PatPile::FoundationType3: |
153 | case PatPile::FoundationType4: |
154 | case PatPile::Tableau: |
155 | return cards.first() == pile->topCard(); |
156 | case PatPile::FoundationType1: |
157 | case PatPile::Stock: |
158 | default: |
159 | return false; |
160 | } |
161 | } |
162 | |
163 | |
164 | void Mod3::cardsMoved( const QList<KCard*> & cards, KCardPile * oldPile, KCardPile * newPile ) |
165 | { |
166 | if ( oldPile->isEmpty() && !talon->isEmpty() ) |
167 | { |
168 | PatPile * p = dynamic_cast<PatPile*>( oldPile ); |
169 | if ( p && p->pileRole() == PatPile::Tableau ) |
170 | flipCardToPile( talon->topCard(), oldPile, DURATION_MOVE ); |
171 | } |
172 | |
173 | DealerScene::cardsMoved( cards, oldPile, newPile ); |
174 | } |
175 | |
176 | |
177 | void Mod3::restart( const QList<KCard*> & cards ) |
178 | { |
179 | foreach ( KCard * c, cards ) |
180 | { |
181 | c->setPos( talon->pos() ); |
182 | c->setFaceUp( false ); |
183 | talon->add( c ); |
184 | } |
185 | |
186 | for ( int r = 0; r < 4; r++ ) |
187 | { |
188 | for ( int c = 0; c < 8; ++c ) |
189 | { |
190 | KCard * card = talon->topCard(); |
191 | card->setFaceUp( true ); |
192 | // moveCardToPileAtSpeed( card, stack[r][c], DEAL_SPEED ); |
193 | |
194 | addCardForDeal( stack[r][c], card, true, talon->pos() ); |
195 | |
196 | // Fudge the z values to keep cards from popping through one another. |
197 | card->setZValue( card->zValue() + ((4 - r) * (4 - r)) + ((8 - c) * (8 - c)) ); |
198 | } |
199 | } |
200 | |
201 | startDealAnimation(); |
202 | emit newCardsPossible(true); |
203 | } |
204 | |
205 | |
206 | bool Mod3::newCards() |
207 | { |
208 | if ( talon->isEmpty() ) |
209 | return false; |
210 | |
211 | for ( int c = 0; c < 8; ++c ) |
212 | { |
213 | if ( talon->isEmpty() ) |
214 | break; |
215 | |
216 | flipCardToPileAtSpeed( talon->topCard(), stack[3][c], DEAL_SPEED * 2 ); |
217 | } |
218 | |
219 | if (talon->isEmpty()) |
220 | emit newCardsPossible(false); |
221 | |
222 | return true; |
223 | } |
224 | |
225 | |
226 | void Mod3::setGameState( const QString & state ) |
227 | { |
228 | Q_UNUSED( state ); |
229 | emit newCardsPossible(!talon->isEmpty()); |
230 | } |
231 | |
232 | |
233 | |
234 | static class Mod3DealerInfo : public DealerInfo |
235 | { |
236 | public: |
237 | Mod3DealerInfo() |
238 | : DealerInfo(I18N_NOOP("Mod3" ), Mod3Id) |
239 | {} |
240 | |
241 | virtual DealerScene *createGame() const |
242 | { |
243 | return new Mod3( this ); |
244 | } |
245 | } mod3DealerInfo; |
246 | |
247 | |
248 | #include "mod3.moc" |
249 | |