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#include "simon.h"
#include <tdelocale.h>
#include <kdebug.h>
#include "deck.h"
#include <assert.h>
#include "cardmaps.h"
Simon::Simon( TDEMainWindow* parent, const char *name )
: Dealer( parent, name )
{
deck = Deck::new_deck(this);
deck->move(10, 10);
deck->hide();
const int dist_x = cardMap::CARDX() * 11 / 10 + 1;
for (int i=0; i<4; i++) {
target[i] = new Pile(i+1, this);
target[i]->move(10+(i+3)*dist_x, 10);
target[i]->setRemoveFlags(Pile::disallow);
target[i]->setAddFlags(Pile::several);
target[i]->setCheckIndex(0);
target[i]->setTarget(true);
}
for (int i=0; i<10; i++) {
store[i] = new Pile(5+i, this);
store[i]->move(15+dist_x*i, 10 + cardMap::CARDY() * 73 / 50);
store[i]->setAddFlags(Pile::addSpread | Pile::several);
store[i]->setRemoveFlags(Pile::several);
store[i]->setCheckIndex(1);
}
setActions(Dealer::Hint | Dealer::Demo);
}
void Simon::restart() {
deck->collectAndShuffle();
deal();
}
void Simon::deal() {
int piles = 3;
for (int round = 0; round < 8; round++)
{
for (int j = 0; j < piles; j++)
{
store[j]->add(deck->nextCard(), false, true);
}
piles++;
}
assert(deck->isEmpty());
}
bool Simon::checkPrefering( int checkIndex, const Pile *c1, const CardList& c2) const
{
if (checkIndex == 1) {
if (c1->isEmpty())
return false;
return (c1->top()->suit() == c2.first()->suit());
} else return false; // it's just important to keep this unique
}
bool Simon::checkAdd( int checkIndex, const Pile *c1, const CardList& c2) const
{
if (checkIndex == 1) {
if (c1->isEmpty())
return true;
return (c1->top()->rank() == c2.first()->rank() + 1);
} else {
if (!c1->isEmpty())
return false;
return (c2.first()->rank() == Card::King && c2.last()->rank() == Card::Ace);
}
}
bool Simon::checkRemove(int checkIndex, const Pile *p, const Card *c) const
{
if (checkIndex != 1)
return false;
// ok if just one card
if (c == p->top())
return true;
// Now we're trying to move two or more cards.
// First, let's check if the column is in valid
// (that is, in sequence, alternated colors).
int index = p->indexOf(c) + 1;
const Card *before = c;
while (true)
{
c = p->at(index++);
if (!((c->rank() == (before->rank()-1))
&& (c->suit() == before->suit())))
{
return false;
}
if (c == p->top())
return true;
before = c;
}
return true;
}
bool Simon::isGameLost() const
{
kdDebug(11111) <<"isGameLost" << endl;
for (int i=0; i<10; i++) {
if(store[i]->isEmpty())
return false;
kdDebug(11111) <<"store["<<i<<"]" << endl;
Card *c;
Card *top=store[i]->top();
int indexi=store[i]->indexOf(top);
while(--indexi >=0){
kdDebug(11111) <<top->name() << endl;
c=store[i]->at(indexi);
if(c->suit() == top->suit() &&
(top->rank()+1) == c->rank())
top=c;
else
break;
}
kdDebug(11111) <<"selected: " << top->name() << endl;
for(int j=1; j <10; j++){
int k=(i+j) % 10;
if(store[k]->isEmpty())
return false;
kdDebug(11111) <<"vs "<<store[k]->top()->name() << endl;
if((top->rank() +1) == store[k]->top()->rank())
return false;
}
}
return true;
}
static class LocalDealerInfo9 : public DealerInfo
{
public:
LocalDealerInfo9() : DealerInfo(I18N_NOOP("&Simple Simon"), 9) {}
virtual Dealer *createGame(TDEMainWindow *parent) { return new Simon(parent); }
} gfi9;
#include "simon.moc"
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