#include "simon.h" #include #include #include "deck.h" #include #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["<top(); int indexi=store[i]->indexOf(top); while(--indexi >=0){ kdDebug(11111) <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 "<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"