1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
|
/***********************-*-C++-*-********
computation.h 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.
//
// This one was discussed on the newsgroup rec.games.abstract
//
****************************************/
#include "computation.h"
#include <klocale.h>
#include "deck.h"
#include <assert.h>
#include "cardmaps.h"
Computation::Computation( TDEMainWindow *parent, const char *name )
:Dealer( parent, name)
{
deck = Deck::new_deck(this);
deck->hide();
for (int i = 0; i < 4; i++) {
play[i] = new Pile(1 + i, this);
play[i]->move(10 + (i+1) * cardMap::CARDX() * 14 / 10, 10 + cardMap::CARDY() * 15 / 10);
play[i]->setAddFlags(Pile::addSpread);
play[i]->setCheckIndex(1);
target[i] = new Pile(5 + i, this);
target[i]->move(10 + (i+1) * cardMap::CARDX() * 14 / 10, 10);
target[i]->setRemoveFlags(Pile::disallow);
target[i]->setCheckIndex(0);
target[i]->setTarget(true);
}
pile = new Pile(13, this);
pile->setAddFlags(Pile::disallow);
pile->setRemoveFlags(Pile::autoTurnTop);
pile->move(10, 10);
setActions(Dealer::Demo | Dealer::Hint);
}
void Computation::restart() {
deck->collectAndShuffle();
deal();
}
void Computation::deal() {
while (!deck->isEmpty()) {
Card *c = deck->nextCard();
pile->add(c, true, false);
}
// no animation
pile->top()->turn(true);
}
inline bool matches(const CardList &cl, Card *start, int offset)
{
Card *before = start; // maybe 0 for ignore first card
for (CardList::ConstIterator it = cl.begin(); it != cl.end(); ++it)
{
if (before && (*it)->rank() % 13 != (before->rank() + offset) % 13)
return false;
before = *it;
}
return true;
}
bool Computation::checkStore( const Pile*, const CardList& cl) const
{
if (cl.count() != 1)
return false;
return (cl.first()->source()->index() == 13);
}
bool Computation::checkAdd( int index, const Pile* c1, const CardList& cl) const
{
if (index == 1)
return checkStore(c1, cl);
assert(c1->index() >= 5 && c1->index() <= 8);
if ( c1->top() && c1->top()->rank() == Card::King) // finished
return false;
if ( c1->cardsLeft() == 13 )
return false;
int offset = c1->index() - 4;
if (c1->isEmpty()) {
Card::Rank start = static_cast<Card::Rank>(Card::Ace + (offset - 1));
return cl.first()->rank() == start && matches(cl, 0, offset);
}
return matches(cl, c1->top(), offset);
}
static class LocalDealerInfo6 : public DealerInfo
{
public:
LocalDealerInfo6() : DealerInfo(I18N_NOOP("&Calculation"), 6) {}
virtual Dealer *createGame(TDEMainWindow *parent) { return new Computation(parent); }
} ldi6;
#include "computation.moc"
|