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Sourcecode: kdegames-kde4 version File versions  Download package

engine_two.cpp

/*
   This file is part of the KDE games lskat program
   Copyright (c) 2006 Martin Heni <kde@heni-online.de>

   This library is free software; you can redistribute it and/or
   modify it under the terms of the GNU Library General Public
   License as published by the Free Software Foundation; either
   version 2 of the License, or (at your option) any later version.

   This library 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
   Library General Public License for more details.

   You should have received a copy of the GNU Library General Public License
   along with this library; see the file COPYING.LIB.  If not, write to
   the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
   Boston, MA 02110-1301, USA.
*/

#include "engine_two.h"

// Qt includes
#include <QTimer>

// KDE includes
#include <kdebug.h>
#include <klocalizedstring.h>

// Local includes
#include "lskatglobal.h"
#include "display_two.h"

#define TIME_END_MOVE    1000  /* Wait this [ms] after end of move */


// Constructor for the game document/engine
00038 EngineTwo::EngineTwo(QWidget* parent, Deck* deck, DisplayTwo* display)
               : AbstractEngine(parent)
{
  mDisplay       = display;
  mDeck          = deck;
  mCurrentPlayer = 0;

  connect(mDisplay, SIGNAL(dealingDone()), this, SLOT(gameLoopStart()));
}


// Inital part of the game loop. Prepare new move etc
00050 void EngineTwo::gameLoopStart()
{
  if (global_debug > 1) kDebug() << "GAME LOOP START";
  if (!isGameRunning()) return;

  // Switch to the current player
  activatePlayer(mCurrentPlayer);
}


// Middle part of the game loop. Receive input of a player
// Here: inputId == playerNumber
00062 void EngineTwo::playerInput(int inputId, int playerNumber, int cardNumber)
{
  if (global_debug > 0)
    kDebug() << "Engine got player input: card=" << cardNumber
              << "Player=" << playerNumber << "Id=" << inputId;
  if (playerNumber != mCurrentPlayer)
  {
    if (global_debug > 0)
      kDebug() << "EngineTwo::playerInput: Input from wrong player";
    return;
  }

  Player* player = mPlayers[playerNumber];
  int height = 0;
  int card = player->getCard(cardNumber);
  // Check whether top card is still available - if not try bottom one
  if (card < 0) 
  {
    height = 1;
    card = player->getCard(cardNumber + 8* height);
  }



  // Check whether player still has this card
  if (card < 0)
  {
    if (global_debug > 0)
      kDebug() << "EngineTwo::playerInput: Card" << cardNumber + 8*height
                << "not available anymore ";
    return;
  }

  // Remove this, Debug current card 
  if (global_debug > 0)
  {
    Suite   suite = Deck::getSuite(card);
    CardType type = Deck::getCardType(card);
    kDebug() << "Gameloop "<<mCurrentPlayer <<" plays" << Deck::name(suite, type);
  }



  // Check for legal move (first player always ok)
  if (mCurrentMovePhase == SecondPlayerTurn) 
  {
    //   Check (card of player 1), (card of player 2), (player 2)
    if (!isLegalMove(mCurrentMoveCards[FirstPlayerTurn], card, playerNumber))
    {
      if (global_debug > 0)
        kDebug() << "EngineTwo::playerInput: Card" << cardNumber + 8*height
                  << "is not a valid move ";
      return;
    }
  }

  // Delete card from player
  player->deleteCard(cardNumber + 8*height);


  // Finish input from player
  player->stopTurn();

  // Play out card
  mDisplay->play(card, playerNumber, mCurrentMovePhase);

  // Turn back card if top card is played
  if (height == 0)
  {
    int backcard = player->getCard(cardNumber + 8);
    mCurrentTurnCards[mCurrentMovePhase] = backcard;
  }
  else
  {
    mCurrentTurnCards[mCurrentMovePhase] = -1;
  }


  // Store currently played card
  mCurrentMoveCards[mCurrentMovePhase] = card;

  // Finish game loop
  if (mCurrentMovePhase == SecondPlayerTurn)
  {
    QTimer::singleShot(TIME_END_MOVE, this, SLOT(gameLoopFinish()) );
  }
  else
  {
    QTimer::singleShot(0, this, SLOT(gameLoopFinish()) );
  }

}


// Final part of the game loop. Switch player etc.
00157 void EngineTwo::gameLoopFinish()
{
  if (!isGameRunning()) return;

  // If second move phase, remove cards
  if (mCurrentMovePhase == SecondPlayerTurn)
  {
    // Turn cards if available
    if (mCurrentTurnCards[FirstPlayerTurn] >= 0)
      mDisplay->turn(mCurrentTurnCards[FirstPlayerTurn]);
    if (mCurrentTurnCards[SecondPlayerTurn] >= 0)
      mDisplay->turn(mCurrentTurnCards[SecondPlayerTurn]);

    // Switch the current player if second player one
    int winner = whoWonMove(mCurrentMoveCards[FirstPlayerTurn],
                            mCurrentMoveCards[SecondPlayerTurn],
                            mTrump);
    // The first mover won. This means to switch the current player back
    // to him.  Otherwise the current player stays untouched, that is the
    // second player plays again.
    if (winner == 0)
    {
      mCurrentPlayer = 1- mCurrentPlayer; 
    }
    
    // Move both cards away from play area. Move them to the winning mover's side
    Player* player = mPlayers[mCurrentPlayer];
    mDisplay->remove(mCurrentPlayer,
                     mCurrentMoveCards[FirstPlayerTurn],
                     player->noOfMovesWon());
    mDisplay->remove(mCurrentPlayer, 
                     mCurrentMoveCards[SecondPlayerTurn],
                     player->noOfMovesWon()+1);
    player->increaseMovesWon();
    player->addWonCard(mCurrentMoveCards[FirstPlayerTurn]);
    player->addWonCard(mCurrentMoveCards[SecondPlayerTurn]);
    
    if (global_debug > 0)
    {
      kDebug() << "Winner =" << winner << "current =" << mCurrentPlayer;
      kDebug() << "   He has won" << player->noOfMovesWon() << "moves.";
      kDebug() << "   He has" << player->points() << "points.";
    }
    // Switch move phase (half moves)
    mCurrentMovePhase = FirstPlayerTurn;
  }
  // For the first part of a half move always swap players
  else if (mCurrentMovePhase == FirstPlayerTurn)
  {
    mCurrentPlayer = 1- mCurrentPlayer; 
    // Switch move phase (half moves)
    mCurrentMovePhase = SecondPlayerTurn;
  }

  // Check whether the game is over
  if (gameOver())
  {
    if (global_debug > 0) kDebug()  << "GAME OVER";
    mGameStatus = Stopped;
    mDisplay->showMove(-1);
    int winner = evaluateGame();
    emit signalGameOver(winner);
  }
  // Game continues
  else
  {
    // Increase move number
    mMoveNumber++;

    // Delayed call to game loop start
    QTimer::singleShot(0, this, SLOT(gameLoopStart()) );
  }
}


// Check whether the game is over
00233 bool EngineTwo::gameOver()
{
  if (global_debug > 0) kDebug() << "Move number in game over" << mMoveNumber;
  // Check number of moves. If all moves are done game is over.
  if (mMoveNumber >= 31) return true;
  return false;
}


// Called after game ends..give points to players
00243 int EngineTwo::evaluateGame()
{
  int winner = -1;
  Player* player1 = mPlayers[0];
  Player* player2 = mPlayers[1];

  // Points in game
  int points1 = player1->points();
  int points2 = player2->points();

  // Score awarded
  int score1 = 0;
  int score2 = 0;

  QString text;

  // Increase number of games
  player1->addGame(1);
  player2->addGame(1);
  
  // Game was aborted
  if (points1 + points2 != 120)
  {
    text = i18n("Game was aborted - no winner");
    winner = -2;
  }
  // Drawn
  else if (points1 == points2)
  {
    // Add score
    score1 = 1;
    score2 = 1;
    text = i18n("Game is drawn");
    winner = -1;
  }
  // First player won
  else if (points1 > points2)
  {
    text = i18n("Player %1 won ", player1->name());

    score1 = 2;
    player1->addWonGame(1);
    if (points1 >= 90)
    {  
      score1 += 1;  // Schneider
      text = i18n("%1 won with 90 points. Super!", player1->name());
    }
    // Do not use 'else if' here !
    if (points1 >= 120)
    {
      score1 += 1; // Schwarz
      text = i18n("%1 won to nil. Congratulations!", player1->name());
    }
    winner = 0;
  }
  // Second player won
  else
  {
    text = i18n("Player 2 - %1 won ", player2->name());

    score2 = 2;
    player2->addWonGame(1);
    if (points2 >= 90)
    {
      score2 += 1;  // Schneider
      text = i18n("%1 won with 90 points. Super!", player2->name());
    }
    // Do not use 'else if' here !
    if (points2 >= 120)
    {
      score2 += 1; // Schwarz
      text = i18n("%1 won to nil. Congratulations!", player2->name());
    }
    winner = 1;
  }

  // Add score to players
  player1->addScore(score1);
  player2->addScore(score2);

  // Display game over data
  mDisplay->showText(text);
  mDisplay->showScore(0, score1);
  mDisplay->showScore(1, score2);

  return winner;
}


// Start a new game
00333 void EngineTwo::startGame(Suite trump, int startPlayer)
{
  // Set the new trump
  mTrump = trump;

  // Set game status to running
  mGameStatus    = Running;

  // Switch to the start player
  mCurrentPlayer = startPlayer;

  // Set first player to move
  mCurrentMovePhase = FirstPlayerTurn;

  // Game starts, reset moves
  mMoveNumber = 0;

  // Loop players to deal cards
  for (int p=0; p<2; p++)
  {
      Player* player = mPlayers[p];
      player->addGame(1); // Increase games of player
      mDisplay->deal(player, p);
  }

  // Delayed call to game loop start via display signal 'dealingDone'
  // (see constructor)
}


// Stop a game
00364 void EngineTwo::stopGame()
{
  // Disable inputs for two players
  for (int i=0;i<2;i++)
  {
    mPlayers[i]->stopTurn();
  }

  mDisplay->showMove(-1);

  if (isGameRunning())
  {
    // Display game over data
    QString text = i18n("Game aborted");
    mDisplay->showText(text);

    // Set game status to stopped
    mGameStatus    = Stopped;
    emit signalGameOver(-2);
  }
}


// Switch the current player to the given player number.
00388 void EngineTwo::activatePlayer(int playerNumber)
{
  
  // Disable inputs for two players
  for (int i=0;i<2;i++)
  {
    mPlayers[i]->stopTurn();
  }
  // enable input of current player
  Player* player = mPlayers[playerNumber];
  player->startTurn();
  mDisplay->showMove(playerNumber);
  mCurrentPlayer = playerNumber;

  emit signalNextPlayer(player);
}


// Check whether the two cards played are legal, supposed the
// given player is the second one (as the first player always
// plays a legal card)
00409 bool EngineTwo::isLegalMove(int card1, int card2, int playerNumber)
{
  Suite suite1   = Deck::getSuite(card1);
  Suite suite2   = Deck::getSuite(card2);
  CardType type1 = Deck::getCardType(card1);
  CardType type2 = Deck::getCardType(card2);

  // Force trump colour as Jacks count as Trump
  if (type1 == Jack) suite1 = mTrump;
  if (type2 == Jack) suite2 = mTrump;

  // Same suite is always ok
  if (suite1 == suite2) return true;

  // Search if current player has a card of the same colour
  // but didn't play it (if it was played we checked already
  // above)
  Player* p= player(playerNumber);
  bool validMove = true;
  for (int i=0;i<8;i++)
  {
    int card = p->getCard(i);
    // Ignore played card
    if (card == card2) continue;

    // Check whether top card is still available - if not try bottom one
    if (card < 0) 
    {
      card = p->getCard(i + 8);
    }
    // This card is not available anymore
    if (card < 0) continue;

    // Analyse card
    Suite suite   = Deck::getSuite(card);
    CardType type = Deck::getCardType(card);

    // Force trump colour as Jacks count as Trump
    if (type == Jack) suite = mTrump;

    // Check whether current card matches the first player card
    if (suite == suite1)
    {
      validMove = false;
      break;
    }
  }
  return validMove;
}


// Check who won a move, the first or the second card.
// The first card was played first and take precendence
// when possible. The function returns 0 if the first
// card won, 1 if the second card won.
00464 int EngineTwo::whoWonMove(int card1, int card2, Suite trump) 
{
  Suite suite1   = Deck::getSuite(card1);
  Suite suite2   = Deck::getSuite(card2);
  CardType type1 = Deck::getCardType(card1);
  CardType type2 = Deck::getCardType(card2);

  // Two jacks
  if (type1 == Jack && type2 == Jack)
  {
    if (suite1 < suite2) return 0;
    else return 1;
  }
  // One Jack wins always
  if ((int)type1 == (int)Jack) return 0;
  if ((int)type2 == (int)Jack) return 1;

  // Higher card wins if both have same suite
  if (suite1 == suite2)
  {
    // Check Ten because it is not in the right card
    // sequence. Ten is only beaten by Ace
    if (type1 == Ten)
    {
      if (type2 == Ace) return 1;
      else return 0;
    }
    if (type2 == Ten)
    {
      if (type1 == Ace) return 0;
      return 1;
    }

    // Otherwise the higher card wins
    if ((int)card1 < (int)card2) return 0;
    return 1;
  }

  if (global_debug > 0)
  {
    if (suite1 == trump) kDebug() << "FIRST card wins TRUMP";
    if (suite2 == trump) kDebug() << "SECOND card wins TRUMP";
  }

  // If cards are not of the same suite a trump wins
  if (suite1 == trump) return 0;
  if (suite2 == trump) return 1;

  // In all other cases the first card wins
  return 0;
}


#include "engine_two.moc"

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