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/*
* Copyright (C) 2000-2009 Stephan Kulow <coolo@kde.org>
* Copyright (C) 2010 Parker Coates <coates@kde.org>
*
* License of original code:
* -------------------------------------------------------------------------
* 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.
* -------------------------------------------------------------------------
*
* License of modifications/additions made after 2009-01-01:
* -------------------------------------------------------------------------
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License as
* published by the Free Software Foundation; either version 2 of
* the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
* -------------------------------------------------------------------------
*/
#include "clock.h"
#include "dealerinfo.h"
#include "patsolve/clocksolver.h"
#include <KLocalizedString>
Clock::Clock( const DealerInfo * di )
: DealerScene( di )
{
}
void Clock::initialize()
{
setSceneAlignment( AlignHCenter | AlignVCenter );
setDeckContents();
const qreal dist_x = 1.11;
const qreal ys[12] = { 0./96, 15./96, 52./96, 158./96, 264./96, 301./96, 316./96, 301./96, 264./96, 158./96, 52./96, 15./96};
const qreal xs[12] = { 200./72, 280./72, 360./72, 400./72, 360./72, 280./72, 200./72, 120./72, 40./72, 0./72, 40./72, 120./72};
for ( int i = 0; i < 12; ++i )
{
target[i] = new PatPile( this, i + 1, QStringLiteral("target%1").arg(i) );
target[i]->setPileRole(PatPile::Foundation);
target[i]->setLayoutPos(4 * dist_x + 0.4 + xs[i], 0.2 + ys[i]);
target[i]->setSpread(0, 0);
target[i]->setKeyboardSelectHint( KCardPile::NeverFocus );
target[i]->setKeyboardDropHint( KCardPile::ForceFocusTop );
}
for ( int i = 0; i < 8; ++i )
{
store[i] = new PatPile( this, 14 + i, QStringLiteral("store%1").arg(i) );
store[i]->setPileRole(PatPile::Tableau);
store[i]->setLayoutPos(dist_x*(i%4), 2.5 * (i/4));
store[i]->setBottomPadding( 1.3 );
store[i]->setKeyboardSelectHint( KCardPile::AutoFocusTop );
store[i]->setKeyboardDropHint( KCardPile::AutoFocusTop );
}
setActions(DealerScene::Hint | DealerScene::Demo);
setSolver( new ClockSolver( this ) );
}
void Clock::restart( const QList<KCard*> & cards )
{
static const KCardDeck::Suit suits[12] = { KCardDeck::Diamonds, KCardDeck::Spades, KCardDeck::Hearts, KCardDeck::Clubs,
KCardDeck::Diamonds, KCardDeck::Spades, KCardDeck::Hearts, KCardDeck::Clubs,
KCardDeck::Diamonds, KCardDeck::Spades, KCardDeck::Hearts, KCardDeck::Clubs };
static const KCardDeck::Rank ranks[12] = { KCardDeck::Nine, KCardDeck::Ten, KCardDeck::Jack, KCardDeck::Queen,
KCardDeck::King, KCardDeck::Two, KCardDeck::Three, KCardDeck::Four,
KCardDeck::Five, KCardDeck::Six, KCardDeck::Seven, KCardDeck::Eight };
const QPointF center = ( target[0]->pos() + target[6]->pos() ) / 2;
int j = 0;
QList<KCard*> cardList = cards;
while ( !cardList.isEmpty() )
{
KCard * c = cardList.takeLast();
for ( int i = 0; i < 12; ++i )
{
if ( c->rank() == ranks[i] && c->suit() == suits[i] )
{
QPointF initPos = (2 * center + target[(i + 2) % 12]->pos()) / 3;
addCardForDeal( target[i], c, true, initPos );
c = nullptr;
break;
}
}
if ( c )
{
addCardForDeal( store[j], c, true, store[ j < 4 ? 0 : 4 ]->pos() );
j = (j + 1) % 8;
}
}
startDealAnimation();
}
bool Clock::drop()
{
return false;
}
bool Clock::checkAdd(const PatPile * pile, const QList<KCard*> & oldCards, const QList<KCard*> & newCards) const
{
if ( pile->pileRole() == PatPile::Tableau )
{
return oldCards.isEmpty()
|| newCards.first()->rank() == oldCards.last()->rank() - 1;
}
else
{
return oldCards.last()->suit() == newCards.first()->suit()
&& ( newCards.first()->rank() == oldCards.last()->rank() + 1
|| ( oldCards.last()->rank() == KCardDeck::King
&& newCards.first()->rank() == KCardDeck::Ace ) );
}
}
bool Clock::checkRemove(const PatPile* pile, const QList<KCard*> & cards) const
{
return pile->pileRole() == PatPile::Tableau
&& cards.first() == pile->topCard();
}
static class ClockDealerInfo : public DealerInfo
{
public:
ClockDealerInfo()
: DealerInfo(I18N_NOOP("Grandfather's Clock"), GrandfathersClockId)
{}
DealerScene *createGame() const override
{
return new Clock( this );
}
} clockDealerInfo;
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