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mod3.cpp
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mod3.cpp
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/*
* Copyright (C) 1997 Rodolfo Borges <[email protected]>
* Copyright (C) 1998-2009 Stephan Kulow <[email protected]>
* Copyright (C) 2010 Parker Coates <[email protected]>
*
* 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 "mod3.h"
#include "dealerinfo.h"
#include "patsolve/mod3solver.h"
#include <KLocalizedString>
Mod3::Mod3( const DealerInfo * di )
: DealerScene( di )
{
}
void Mod3::initialize()
{
// Piles are placed very close together. Set layoutSpacing to 0 to prevent
// interference between them.
setLayoutSpacing(0.0);
const qreal dist_x = 1.114;
const qreal dist_y = 1.31;
const qreal bottomRowY = 3 * dist_y + 0.2;
const qreal rightColumX = 8 * dist_x + 0.8;
// This patience uses 2 deck of cards.
setDeckContents( 2 );
talon = new PatPile( this, 0, QStringLiteral("talon") );
talon->setPileRole(PatPile::Stock);
talon->setLayoutPos(rightColumX, bottomRowY);
talon->setSpread(0, 0);
talon->setKeyboardSelectHint( KCardPile::NeverFocus );
talon->setKeyboardDropHint( KCardPile::NeverFocus );
connect( talon, &KCardPile::clicked, this, &DealerScene::drawDealRowOrRedeal );
aces = new PatPile( this, 50, QStringLiteral("aces"));
aces->setPileRole(PatPile::FoundationType1);
aces->setLayoutPos(rightColumX, 0.5);
aces->setBottomPadding( 2.5 );
aces->setKeyboardSelectHint( KCardPile::NeverFocus );
aces->setKeyboardDropHint( KCardPile::ForceFocusTop );
for ( int r = 0; r < 4; ++r )
{
for ( int c = 0; c < 8; ++c )
{
int pileIndex = r * 10 + c + 1;
QString objectName = QStringLiteral( "stack%1_%2" ).arg( r ).arg( c );
stack[r][c] = new PatPile( this, pileIndex, objectName );
// The first 3 rows are the playing field, the fourth is the store.
if ( r < 3 )
{
stack[r][c]->setLayoutPos( dist_x * c, dist_y * r );
// Very tight spread makes it easy to quickly tell number of
// cards in each pile and we don't care about the cards beneath.
stack[r][c]->setSpread( 0, 0.08 );
stack[r][c]->setBottomPadding( 0.23 );
}
else
{
stack[r][c]->setLayoutPos( dist_x * c, bottomRowY );
stack[r][c]->setBottomPadding( 0.8 );
}
stack[r][c]->setPileRole( r == 0 ? PatPile::FoundationType2
: r == 1 ? PatPile::FoundationType3
: r == 2 ? PatPile::FoundationType4
: PatPile::Tableau );
stack[r][c]->setHeightPolicy( KCardPile::GrowDown );
stack[r][c]->setKeyboardSelectHint( KCardPile::AutoFocusTop );
stack[r][c]->setKeyboardDropHint( KCardPile::AutoFocusTop );
}
}
setActions(DealerScene::Hint | DealerScene::Demo | DealerScene::Deal);
setSolver( new Mod3Solver( this ) );
}
bool mod3CheckAdd(int baseRank, const QList<KCard*> & oldCards, const QList<KCard*> & newCards)
{
if (oldCards.isEmpty())
return newCards.first()->rank() == baseRank;
else
return oldCards.first()->rank() == baseRank
&& newCards.first()->suit() == oldCards.last()->suit()
&& newCards.first()->rank() == oldCards.last()->rank() + 3;
}
bool Mod3::checkAdd(const PatPile * pile, const QList<KCard*> & oldCards, const QList<KCard*> & newCards) const
{
switch (pile->pileRole())
{
case PatPile::FoundationType1:
return newCards.size() == 1 && newCards.first()->rank() == KCardDeck::Ace;
case PatPile::FoundationType2:
return mod3CheckAdd(KCardDeck::Two, oldCards, newCards);
case PatPile::FoundationType3:
return mod3CheckAdd(KCardDeck::Three, oldCards, newCards);
case PatPile::FoundationType4:
return mod3CheckAdd(KCardDeck::Four, oldCards, newCards);
case PatPile::Tableau:
return oldCards.isEmpty();
case PatPile::Stock:
default:
return false;
}
}
bool Mod3::checkRemove(const PatPile * pile, const QList<KCard*> & cards) const
{
switch (pile->pileRole())
{
case PatPile::FoundationType2:
case PatPile::FoundationType3:
case PatPile::FoundationType4:
case PatPile::Tableau:
return cards.first() == pile->topCard();
case PatPile::FoundationType1:
case PatPile::Stock:
default:
return false;
}
}
void Mod3::cardsMoved( const QList<KCard*> & cards, KCardPile * oldPile, KCardPile * newPile )
{
if ( oldPile->isEmpty() && !talon->isEmpty() )
{
PatPile * p = dynamic_cast<PatPile*>( oldPile );
if ( p && p->pileRole() == PatPile::Tableau )
flipCardToPile( talon->topCard(), oldPile, DURATION_MOVE );
}
DealerScene::cardsMoved( cards, oldPile, newPile );
}
void Mod3::restart( const QList<KCard*> & cards )
{
foreach ( KCard * c, cards )
{
c->setPos( talon->pos() );
c->setFaceUp( false );
talon->add( c );
}
for ( int r = 0; r < 4; r++ )
{
for ( int c = 0; c < 8; ++c )
{
KCard * card = talon->topCard();
card->setFaceUp( true );
// moveCardToPileAtSpeed( card, stack[r][c], DEAL_SPEED );
addCardForDeal( stack[r][c], card, true, talon->pos() );
// Fudge the z values to keep cards from popping through one another.
card->setZValue( card->zValue() + ((4 - r) * (4 - r)) + ((8 - c) * (8 - c)) );
}
}
startDealAnimation();
emit newCardsPossible(true);
}
bool Mod3::newCards()
{
if ( talon->isEmpty() )
return false;
for ( int c = 0; c < 8; ++c )
{
if ( talon->isEmpty() )
break;
flipCardToPileAtSpeed( talon->topCard(), stack[3][c], DEAL_SPEED * 2 );
}
if (talon->isEmpty())
emit newCardsPossible(false);
return true;
}
void Mod3::setGameState( const QString & state )
{
Q_UNUSED( state );
emit newCardsPossible(!talon->isEmpty());
}
static class Mod3DealerInfo : public DealerInfo
{
public:
Mod3DealerInfo()
: DealerInfo(I18N_NOOP("Mod3"), Mod3Id)
{}
DealerScene *createGame() const Q_DECL_OVERRIDE
{
return new Mod3( this );
}
} mod3DealerInfo;