summaryrefslogtreecommitdiffstats
path: root/kpat/klondike.cpp
blob: 93514d2f892fcd36b5920309a8bbcc044e5feb47 (plain)
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
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
/***********************-*-C++-*-********

  klondike.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.

//
// 7 positions, alternating red and black
//

****************************************/

#include "klondike.h"
#include <klocale.h>
#include "deck.h"
#include <kdebug.h>
#include <assert.h>
#include "cardmaps.h"

class KlondikePile : public Pile
{
public:
    KlondikePile( int _index, Dealer* tqparent)
        : Pile(_index, tqparent) {}

    void clearSpread() { cardlist.clear(); }

    void addSpread(Card *c) {
        cardlist.append(c);
    }
    virtual TQSize cardOffset( bool _spread, bool, const Card *c) const {
        kdDebug(11111) << "cardOffset " << _spread << " " << (c? c->name() : "(null)") << endl;
        if (cardlist.contains(const_cast<Card * const>(c)))
            return TQSize(+dspread(), 0);
        return TQSize(0, 0);
    }
private:
    CardList cardlist;
};

Klondike::Klondike( bool easy, KMainWindow* tqparent, const char* _name )
  : Dealer( tqparent, _name )
{
    // The units of the follwoing constants are pixels
    const int margin = 10; // between card piles and board edge
    const int hspacing = cardMap::CARDX() / 6 + 1; // horizontal spacing between card piles
    const int vspacing = cardMap::CARDY() / 4; // vertical spacing between card piles

    deck = Deck::new_deck(this);
    deck->move(margin, margin);

    EasyRules = easy;

    pile = new KlondikePile( 13, this);

    pile->move(margin + cardMap::CARDX() + cardMap::CARDX() / 4, margin);
    // Move the visual representation of the pile to the intended position
    // on the game board.

    pile->setAddFlags(Pile::disallow);
    pile->setRemoveFlags(Pile::Default);

    for( int i = 0; i < 7; i++ ) {
        play[ i ] = new Pile( i + 5, this);
        play[i]->move(margin + (cardMap::CARDX() + hspacing) * i, margin + cardMap::CARDY() + vspacing);
        play[i]->setAddType(Pile::KlondikeStore);
        play[i]->setRemoveFlags(Pile::several | Pile::autoTurnTop | Pile::wholeColumn);
    }

    for( int i = 0; i < 4; i++ ) {
        target[ i ] = new Pile( i + 1, this );
        target[i]->move(margin + (3 + i) * (cardMap::CARDX()+ hspacing), margin);
        target[i]->setAddType(Pile::KlondikeTarget);
        if (EasyRules) // change default
            target[i]->setRemoveFlags(Pile::Default);
        else
            target[i]->setRemoveType(Pile::KlondikeTarget);
    }

    setActions(Dealer::Hint | Dealer::Demo);

    redealt = false;
}

//  This function returns true when it is certain that the card t is no longer
//  needed on any of the play piles. This function is recursive but the
//  recursion will not get deep.
//
//  To determine wether a card is no longer needed on any of the play piles we
//  obviously must know what a card can be used for there. According to the
//  rules a card can be used to store another card with 1 less unit of value
//  and opposite color. This is the only thing that a card can be used for
//  there. Therefore the cards with lowest value (1) are useless there (base
//  case). The other cards each have 2 cards that can be stored on them, let us
//  call those 2 cards *depending cards*.
//
//  The object of the game is to put all cards on the target piles. Therefore
//  cards that are no longer needed on any of the play piles should be put on
//  the target piles if possible. Cards on the target piles can not be moved
//  and they can not store any of its depending cards. Let us call this that
//  the cards on the target piles are *out of play*.
//
//  The simple and obvious rule is:
//    A card is no longer needed when both of its depending cards are out of
//    play.
//
//  But using only the simplest rule to determine if a card is no longer
//  needed on any of the play piles is not ambitios enough. Therefore, if a
//  depending card is not out of play, we test if it could become out of play.
//  The requirement for getting a card out of play is that it can be placed on
//  a target pile and that it is no longer needed on any of the play piles
//  (this is why this function is recursive). This more ambitious rule lets
//  us extend the base case with the second lowest value (2).
bool Klondike::noLongerNeeded(Card::Rank r, Card::Suit s) {

    if (r <= Card::Two) return true; //  Base case.

    //  Find the 2 suits of opposite color. "- 1" is used here because the
    //  siuts are ranged 1 .. 4 but target_tops is indexed 0 .. 3. (Of course
    //  the subtraction of 1 does not affect performance because it is a
    //  constant expression that is calculated at compile time).
    unsigned char a = Card::Clubs - 1, b = Card::Spades - 1;
    if (s == Card::Clubs || s == Card::Spades)
        a = Card::Diamonds - 1, b = Card::Hearts - 1;

    const Card::Rank depending_rank = static_cast<Card::Rank>(r - 1);
    return
      (((target_tops[a] >= depending_rank)
        ||
        ((target_tops[a] >= depending_rank - 1)
         &&
         (noLongerNeeded
              (depending_rank, static_cast<Card::Suit>(a + 1)))))
       &&
       ((target_tops[b] >= depending_rank)
        ||
        ((target_tops[b] >= depending_rank - 1)
         &&
         (noLongerNeeded
              (depending_rank, static_cast<Card::Suit>(b + 1))))));
}

bool Klondike::tryToDrop(Card *t)
{
    if (!t || !t->realFace() || t->takenDown())
        return false;

//    kdDebug(11111) << "tryToDrop " << t->name() << endl;

    Pile *tgt = findTarget(t);
    if (tgt) {
        newHint
            (new MoveHint(t, tgt, noLongerNeeded(t->rank(), t->suit())));
        return true;
    }
    return false;
}

void Klondike::getHints() {

    target_tops[0] = target_tops[1] = target_tops[2] = target_tops[3]
        = Card::None;

    for( int i = 0; i < 4; i++ )
    {
        Card *c = target[i]->top();
        if (!c) continue;
        target_tops[c->suit() - 1] = c->rank();
    }


    Card* t[7];
    for(int i=0; i<7;i++)
        t[i] = play[i]->top();

    for(int i=0; i<7; i++)
    {
        CardList list = play[i]->cards();

        for (CardList::ConstIterator it = list.begin(); it != list.end(); ++it)
        {
            if (!(*it)->isFaceUp())
                continue;

            CardList empty;
            empty.append(*it);

            for (int j = 0; j < 7; j++)
            {
                if (i == j)
                    continue;

                if (play[j]->legalAdd(empty)) {
                    if (((*it)->rank() != Card::King) || it != list.begin()) {
                        newHint(new MoveHint(*it, play[j]));
                        break;
                    }
                }
            }
            break; // the first face up
        }

        tryToDrop(play[i]->top());
    }
    if (!pile->isEmpty())
    {
        Card *t = pile->top();
        if (!tryToDrop(t))
        {
            for (int j = 0; j < 7; j++)
            {
                CardList empty;
                empty.append(t);
                if (play[j]->legalAdd(empty)) {
                    newHint(new MoveHint(t, play[j]));
                    break;
                }
            }
        }
    }
}

Card *Klondike::demoNewCards() {
    deal3();
    if (!deck->isEmpty() && pile->isEmpty())
        deal3(); // again
    return pile->top();
}

void Klondike::restart() {
    kdDebug(11111) << "restart\n";
    deck->collectAndShuffle();
    redealt = false;
    deal();
}

void Klondike::deal3()
{
    int draw;

    if ( EasyRules ) {
        draw = 1;
    } else {
        draw = 3;
    }

    pile->clearSpread();

    if (deck->isEmpty())
    {
        redeal();
        return;
    }

    // move the cards back on the deck, so we can have three new
    for (int i = 0; i < pile->cardsLeft(); ++i) {
        pile->at(i)->move(pile->x(), pile->y());
    }

    for (int flipped = 0; flipped < draw ; ++flipped) {

        Card *item = deck->nextCard();
        if (!item) {
            kdDebug(11111) << "deck empty!!!\n";
            return;
        }
        pile->add(item, true, true); // facedown, nospread
        if (flipped < draw - 1)
            pile->addSpread(item);
        // move back to flip
        item->move(deck->x(), deck->y());

        item->flipTo( int(pile->x()) + pile->dspread() * (flipped), int(pile->y()), 8 * (flipped + 1) );
    }

}

//  Add cards from  pile to deck, in reverse direction
void Klondike::redeal() {

    CardList pilecards = pile->cards();
    if (EasyRules)
        // the remaining cards in deck should be on top
        // of the new deck
        pilecards += deck->cards();

    for (int count = pilecards.count() - 1; count >= 0; --count)
    {
        Card *card = pilecards[count];
        card->setAnimated(false);
        deck->add(card, true, false); // facedown, nospread
    }

    redealt = true;
}

void Klondike::deal() {
    for(int round=0; round < 7; round++)
        for (int i = round; i < 7; i++ )
            play[i]->add(deck->nextCard(), i != round, true);
}

bool Klondike::cardClicked(Card *c) {
    kdDebug(11111) << "card clicked " << c->name() << endl;

    if (Dealer::cardClicked(c))
        return true;

    if (c->source() == deck) {
        pileClicked(deck);
        return true;
    }

    return false;
}

void Klondike::pileClicked(Pile *c) {
    kdDebug(11111) << "pile clicked " << endl;
    Dealer::pileClicked(c);

    if (c == deck) {
        deal3();
    }
}

bool Klondike::startAutoDrop()
{
    bool pileempty = pile->isEmpty();
    if (!Dealer::startAutoDrop())
        return false;
    if (pile->isEmpty() && !pileempty)
        deal3();
    return true;
}


bool Klondike::isGameLost() const
{
    kdDebug( 11111 ) << "Is the game lost?" << endl;

    if (!deck->isEmpty()) {
        kdDebug( 11111 ) << "We should only check this when the deck is exhausted." << endl;
        return false;
    }

    // Check whether top of the pile can be added to any of the target piles.
    if ( !pile->isEmpty() ) {
        for ( int i = 0; i < 4; ++i ) {
            if ( target[ i ]->isEmpty() ) {
                continue;
            }
            if ( pile->top()->suit() == target[ i ]->top()->suit() &&
                 pile->top()->rank() - 1 == target[ i ]->top()->rank() ) {
                kdDebug( 11111 ) << "No, the source pile's top card could be added to target pile " << i << endl;
                return false;
            }
        }
    }

    // Create a card list - srcPileCards - that contains all accessible
    // cards in the pile and the deck.
    CardList srcPileCards;
    if ( EasyRules ) {
        srcPileCards = pile->cards();
    } else {
        /* In the draw3 mode, not every card in the source pile is
         * accessible, but only every third one.
         */
        for ( unsigned int i = 2; i < pile->cards().count(); i += 3 ) {
	    kdDebug( 11111 ) << "Found card "<< pile->cards()[i]->name()<< endl;
            srcPileCards += pile->cards()[ i ];
        }
        if ( !pile->cards().isEmpty() && pile->cards().count() % 3 != 0 ) {
	    kdDebug( 11111 ) << "Found last card "<< pile->cards()[pile->cards().count() - 1]->name()<< endl;
            srcPileCards += pile->cards()[ pile->cards().count() - 1 ];
        }
    }

    //  Check all seven stores
    for ( int i = 0; i < 7; ++i ) {

        // If this store is empty...
        if ( play[ i ]->isEmpty() ) {
            // ...check whether the pile contains a king we could move here.
            CardList::ConstIterator it  = srcPileCards.begin();
            CardList::ConstIterator end = srcPileCards.end();
            for ( ; it != end; ++it ) {
                if ( ( *it )->rank() == Card::King ) {
                    kdDebug( 11111 ) << "No, the pile contains a king which we could move onto store " << i << endl;
                    return false;
                }
            }

            // ...check whether any of the other stores contains a (visible)
            // king we could move here.
            for ( int j = 0; j < 7; ++j ) {
                if ( j == i || play[ j ]->isEmpty() ) {
                    continue;
                }
                const CardList cards = play[ j ]->cards();
                CardList::ConstIterator it = ++cards.begin();
                CardList::ConstIterator end = cards.end();
                for ( ; it != end; ++it ) {
                    if ( ( *it )->realFace() && ( *it )->rank() == Card::King ) {
                        kdDebug( 11111 ) << "No, store " << j << " contains a visible king which we could move onto store " << i << endl;
                        return false;
                    }
                }
            }
        } else { // This store is not empty...
            Card *topCard = play[ i ]->top();

            // ...check whether the top card is an Ace (we can start a target)
            if ( topCard->rank() == Card::Ace ) {
                kdDebug( 11111 ) << "No, store " << i << " has an Ace, we could start a target pile." << endl;
                return false;
            }

            // ...check whether the top card can be added to any target pile
            for ( int targetIdx = 0; targetIdx < 4; ++targetIdx ) {
                if ( target[ targetIdx ]->isEmpty() ) {
                    continue;
                }
                if ( target[ targetIdx ]->top()->suit() == topCard->suit() &&
                     target[ targetIdx ]->top()->rank() == topCard->rank() - 1 ) {
                    kdDebug( 11111 ) << "No, store " << i << "'s top card could be added to target pile " << targetIdx << endl;
                    return false;
                }
            }

            // ...check whether the source pile contains a card which can be
            // put onto this store.
            CardList::ConstIterator it = srcPileCards.begin();
            CardList::ConstIterator end = srcPileCards.end();
            for ( ; it != end; ++it ) {
                if ( ( *it )->isRed() != topCard->isRed() &&
                     ( *it )->rank() == topCard->rank() - 1 ) {
                    kdDebug( 11111 ) << "No, the pile contains a card which we could add to store " << i << endl;
                    return false;
                }
            }

            // ...check whether any of the other stores contains a visible card
            // which can be put onto this store, and which is on top of an
            // uncovered card.
            for ( int j = 0; j < 7; ++j ) {
                if ( j == i ) {
                    continue;
                }
                const CardList cards = play[ j ]->cards();
                CardList::ConstIterator it = cards.begin();
                CardList::ConstIterator end = cards.end();
                for ( ; it != end; ++it ) {
                    if ( ( *it )->realFace() &&
                         ( *it )->isRed() != topCard->isRed() &&
                         ( *it )->rank() == topCard->rank() - 1 ) {
                        kdDebug( 11111 ) << "No, store " << j << " contains a card which we could add to store " << i << endl;
                        return false;
                    }
                }
            }
        }
    }
    kdDebug( 11111 ) << "Yep, all hope is lost." << endl;
    return true;
}

static class LocalDealerInfo0 : public DealerInfo
{
public:
    LocalDealerInfo0() : DealerInfo(I18N_NOOP("&Klondike"), 0) {}
    virtual Dealer *createGame(KMainWindow *tqparent) { return new Klondike(true, tqparent); }
} ldi0;

static class LocalDealerInfo14 : public DealerInfo
{
public:
    LocalDealerInfo14() : DealerInfo(I18N_NOOP("Klondike (&draw 3)"), 13) {}
    virtual Dealer *createGame(KMainWindow *tqparent) { return new Klondike(false, tqparent); }
} ldi14;


#include "klondike.moc"