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/*
* Copyright (C) 1995 Paul Olav Tvete <paul@troll.no>
* 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 "klondike.h"
#include "dealerinfo.h"
#include "pileutils.h"
#include "settings.h"
#include "speeds.h"
#include "patsolve/klondikesolver.h"
#include <KLocalizedString>
#include <KSelectAction>
KlondikePile::KlondikePile( DealerScene * scene, int index, const QString & objectName )
: PatPile( scene, index, objectName ),
m_cardsToShow( 1 )
{
}
void KlondikePile::setCardsToShow( int draw )
{
m_cardsToShow = draw;
}
int KlondikePile::cardsToShow() const
{
return m_cardsToShow;
}
QList<QPointF> KlondikePile::cardPositions() const
{
QList<QPointF> positions;
QPointF currentPos( 0, 0 );
for ( int i = 0; i < count(); ++i )
{
positions << currentPos;
if ( i >= count() - m_cardsToShow )
currentPos += spread();
}
return positions;
}
Klondike::Klondike( const DealerInfo * di )
: DealerScene( di )
{
}
void Klondike::initialize()
{
// The units of the follwoing constants are pixels
const qreal hspacing = 1.0 / 6 + 0.02; // horizontal spacing between card piles
const qreal vspacing = 1.0 / 4; // vertical spacing between card piles
setDeckContents();
easyRules = Settings::klondikeIsDrawOne();
talon = new PatPile( this, 0, QStringLiteral("talon") );
talon->setPileRole(PatPile::Stock);
talon->setLayoutPos(0, 0);
// Give the talon a low Z value to keep it out of the way during there
// deal animation.
talon->setZValue( -52 );
talon->setKeyboardSelectHint( KCardPile::NeverFocus );
talon->setKeyboardDropHint( KCardPile::NeverFocus );
connect( talon, &KCardPile::clicked, this, &DealerScene::drawDealRowOrRedeal );
pile = new KlondikePile( this, 13, QStringLiteral("pile") );
pile->setCardsToShow( easyRules ? 1 : 3 );
pile->setPileRole( PatPile::Waste );
pile->setRightPadding( 1.1 );
pile->setLayoutPos( 1 + hspacing, 0 );
pile->setSpread( 0.33, 0 );
pile->setKeyboardSelectHint( KCardPile::ForceFocusTop );
pile->setKeyboardDropHint( KCardPile::NeverFocus );
for( int i = 0; i < 7; ++i )
{
play[i] = new PatPile( this, i + 5, QStringLiteral( "play%1" ).arg( i ));
play[i]->setPileRole(PatPile::Tableau);
play[i]->setLayoutPos((1.0 + hspacing) * i, 1.0 + vspacing);
play[i]->setAutoTurnTop(true);
play[i]->setBottomPadding( play[i]->spread().y() * 5 );
play[i]->setHeightPolicy( KCardPile::GrowDown );
play[i]->setKeyboardSelectHint( KCardPile::AutoFocusDeepestFaceUp );
play[i]->setKeyboardDropHint( KCardPile::AutoFocusTop );
}
for( int i = 0; i < 4; ++i )
{
target[i] = new PatPile( this, i + 1, QStringLiteral( "target%1" ).arg( i ) );
target[i]->setPileRole(PatPile::Foundation);
target[i]->setLayoutPos((3 + i) * (1.0 + hspacing), 0);
target[i]->setKeyboardSelectHint( KCardPile::ForceFocusTop );
target[i]->setKeyboardDropHint( KCardPile::ForceFocusTop );
}
setActions(DealerScene::Hint | DealerScene::Demo | DealerScene::Draw);
setSolver( new KlondikeSolver( this, pile->cardsToShow() ) );
options = new KSelectAction(i18n("Klondike &Options"), this );
options->addAction( i18n("Draw 1" ));
options->addAction( i18n("Draw 3" ));
options->setCurrentItem( easyRules ? 0 : 1 );
connect(options, static_cast<void (KSelectAction::*)(int)>(&KSelectAction::triggered), this, &Klondike::gameTypeChanged);
}
bool Klondike::checkAdd(const PatPile * pile, const QList<KCard*> & oldCards, const QList<KCard*> & newCards) const
{
switch (pile->pileRole())
{
case PatPile::Tableau:
return checkAddAlternateColorDescendingFromKing(oldCards, newCards);
case PatPile::Foundation:
return checkAddSameSuitAscendingFromAce(oldCards, newCards);
case PatPile::Waste:
case PatPile::Stock:
default:
return false;
}
}
bool Klondike::checkRemove(const PatPile * pile, const QList<KCard*> & cards) const
{
switch (pile->pileRole())
{
case PatPile::Tableau:
return isAlternateColorDescending(cards);
case PatPile::Foundation:
return easyRules && cards.first() == pile->topCard();
case PatPile::Waste:
return cards.first() == pile->topCard();
case PatPile::Stock:
default:
return false;
}
}
void Klondike::cardsMoved( const QList<KCard*> & cards, KCardPile * oldPile, KCardPile * newPile )
{
DealerScene::cardsMoved( cards, oldPile, newPile );
Q_EMIT newCardsPossible( !talon->isEmpty() || pile->count() > 1 );
}
QList<QAction*> Klondike::configActions() const
{
return QList<QAction*>() << options;
}
bool Klondike::newCards()
{
if ( talon->isEmpty() && pile->count() <= 1 )
return false;
if ( talon->isEmpty() )
{
// Move the cards from the pile back to the deck
flipCardsToPile( pile->cards(), talon, DURATION_MOVE );
}
else
{
QList<KCard*> cards = talon->topCards( pile->cardsToShow() );
flipCardsToPile( cards, pile, DURATION_MOVE );
setKeyboardFocus( pile->topCard() );
}
if ( talon->isEmpty() && pile->count() <= 1 )
Q_EMIT newCardsPossible( false );
// we need to look that many steps in the future to see if we can lose
setNeededFutureMoves( talon->count() + pile->count() );
return true;
}
void Klondike::restart( const QList<KCard*> & cards )
{
QList<KCard*> cardList = cards;
for( int round = 0; round < 7; ++round )
for ( int i = round; i < 7; ++i )
addCardForDeal( play[i], cardList.takeLast(), (i == round), talon->pos());
while ( !cardList.isEmpty() )
{
KCard * c = cardList.takeFirst();
c->setPos( talon->pos() );
c->setFaceUp( false );
talon->add( c );
}
startDealAnimation();
}
void Klondike::gameTypeChanged()
{
stopDemo();
if ( allowedToStartNewGame() )
{
setEasy( options->currentItem() == 0 );
startNew( gameNumber() );
}
else
{
// If we're not allowed, reset the option to
// the current number of suits.
options->setCurrentItem( easyRules ? 0 : 1 );
}
}
void Klondike::setGameState( const QString & state )
{
Q_UNUSED( state );
Q_EMIT newCardsPossible( !talon->isEmpty() || pile->count() > 1 );
}
QString Klondike::getGameOptions() const
{
return QString::number( pile->cardsToShow() );
}
void Klondike::setGameOptions( const QString & options )
{
setEasy( options.toInt() == 1 );
}
void Klondike::setEasy( bool _EasyRules )
{
if ( _EasyRules != easyRules )
{
easyRules = _EasyRules;
options->setCurrentItem( easyRules ? 0 : 1 );
int drawNumber = easyRules ? 1 : 3;
pile->setCardsToShow( drawNumber );
KCardPile::KeyboardFocusHint hint = easyRules
? KCardPile::ForceFocusTop
: KCardPile::NeverFocus;
for( int i = 0; i < 4; ++i )
target[i]->setKeyboardSelectHint( hint );
setSolver( new KlondikeSolver( this, drawNumber ) );
Settings::setKlondikeIsDrawOne( easyRules );
}
}
bool Klondike::drop()
{
bool pileempty = pile->isEmpty();
if (!DealerScene::drop())
return false;
if (pile->isEmpty() && !pileempty)
newCards();
return true;
}
void Klondike::mapOldId(int id)
{
switch ( id )
{
case DealerInfo::KlondikeDrawOneId:
setEasy( true );
break;
case DealerInfo::KlondikeDrawThreeId:
setEasy( false );
break;
case DealerInfo::KlondikeGeneralId:
default:
// Do nothing.
break;
}
}
int Klondike::oldId() const
{
if ( easyRules )
return DealerInfo::KlondikeDrawOneId;
else
return DealerInfo::KlondikeDrawThreeId;
}
static class KlondikeDealerInfo : public DealerInfo
{
public:
KlondikeDealerInfo()
: DealerInfo(I18N_NOOP("Klondike"), DealerInfo::KlondikeGeneralId)
{
addSubtype( KlondikeDrawOneId, I18N_NOOP( "Klondike (Draw 1)" ) );
addSubtype( KlondikeDrawThreeId, I18N_NOOP( "Klondike (Draw 3)" ) );
}
DealerScene *createGame() const override
{
return new Klondike( this );
}
} klondikeDealerInfo;
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