/***********************-*-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 #include "deck.h" #include #include #include "cardmaps.h" class KlondikePile : public Pile { public: KlondikePile( int _index, Dealer* parent) : Pile(_index, parent) {} 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(c))) return TQSize(+dspread(), 0); return TQSize(0, 0); } private: CardList cardlist; }; Klondike::Klondike( bool easy, TDEMainWindow* parent, const char* _name ) : Dealer( parent, _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(r - 1); return (((target_tops[a] >= depending_rank) || ((target_tops[a] >= depending_rank - 1) && (noLongerNeeded (depending_rank, static_cast(a + 1))))) && ((target_tops[b] >= depending_rank) || ((target_tops[b] >= depending_rank - 1) && (noLongerNeeded (depending_rank, static_cast(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(TDEMainWindow *parent) { return new Klondike(true, parent); } } ldi0; static class LocalDealerInfo14 : public DealerInfo { public: LocalDealerInfo14() : DealerInfo(I18N_NOOP("Klondike (&draw 3)"), 13) {} virtual Dealer *createGame(TDEMainWindow *parent) { return new Klondike(false, parent); } } ldi14; #include "klondike.moc"