mirror of
https://github.com/RetroShare/RetroShare.git
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082d5732b0
git-svn-id: http://svn.code.sf.net/p/retroshare/code/trunk@2346 b45a01b8-16f6-495d-af2f-9b41ad6348cc
489 lines
13 KiB
C++
489 lines
13 KiB
C++
/*
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QSoloCards is a collection of Solitaire card games written using Qt
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Copyright (C) 2009 Steve Moore
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "YukonBoard.h"
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#include "CardPixmaps.h"
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#include <QtGui/QResizeEvent>
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//////////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////
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YukonBoard::YukonBoard()
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:GameBoard(NULL,QString(tr("Yukon Solitaire")).trimmed(),QString("Yukon")),
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m_pDeck(NULL),
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m_homeVector(),
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m_stackVector(),
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m_cheat(false)
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{
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this->setHelpFile(":/help/YukonHelp.html");
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}
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//////////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////
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YukonBoard::~YukonBoard()
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{
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}
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//////////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////
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bool YukonBoard::getHint(CardStack * & pSrc,
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unsigned int & srcStackIndex,
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CardStack * & pDst)
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{
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bool rc=false;
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unsigned int i;
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// ok we will look for a move based on trying to move the first faceup
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// card in a stack. The basic strategy for this game is to get all cards turned
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// over.
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if (!rc)
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{
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for (i=0;i<this->m_stackVector.size() && !rc;i++)
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{
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unsigned int j;
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for (j=0;j<this->m_stackVector.size() && !rc;j++)
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{
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// can't move a stack to itself
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if (i!=j)
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{
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PlayingCardVector addCardVector(this->m_stackVector[j]->getCardVector());
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unsigned int k=0;
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while (!rc && addCardVector.size()>0)
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{
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// ok find the first card that is faceup.
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if (!addCardVector[0].isFaceUp())
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{
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addCardVector.erase(addCardVector.begin());
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}
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// no need to do this if a king is already face up and the first card in the stack.
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else if (!(PlayingCard::King==addCardVector[0].getIndex() && 0==k &&
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this->m_stackVector[i]->isEmpty()) &&
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this->m_stackVector[i]->canAddCards(addCardVector))
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{
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pDst=this->m_stackVector[i];
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srcStackIndex=k;
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pSrc=this->m_stackVector[j];
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rc=true;
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}
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else
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{
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break;
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}
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k++;
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}
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}
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}
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}
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}
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// ok let's see if we have an empty stack
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// and a face up king.
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if (!rc)
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{
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CardStack * pEmptyStack=NULL;
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CardStack * pFaceUpKingStack=NULL;
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unsigned int faceUpKingIndex=0;
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for (i=0;i<this->m_stackVector.size() && !rc;i++)
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{
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if (NULL==pEmptyStack && this->m_stackVector[i]->isEmpty())
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{
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pEmptyStack=this->m_stackVector[i];
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}
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if (NULL==pFaceUpKingStack)
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{
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const PlayingCardVector cardVector=this->m_stackVector[i]->getCardVector();
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unsigned int j;
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for(j=0;j<cardVector.size();j++)
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{
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// look for a king that is not already face up and first in it's stack.
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if (PlayingCard::King==cardVector[j].getIndex() &&
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cardVector[j].isFaceUp() && 0!=j)
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{
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pFaceUpKingStack=m_stackVector[i];
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faceUpKingIndex=j;
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}
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}
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}
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if (NULL!=pEmptyStack && NULL!=pFaceUpKingStack)
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{
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pSrc=pFaceUpKingStack;
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srcStackIndex=faceUpKingIndex;
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pDst=pEmptyStack;
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rc=true;
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}
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}
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}
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// try to move cards to home stacks.
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if (!rc)
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{
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for (i=0;i<this->m_homeVector.size() && !rc;i++)
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{
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unsigned int j;
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for (j=0;j<this->m_stackVector.size() && !rc;j++)
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{
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const PlayingCardVector cardVector=this->m_stackVector[j]->getCardVector();
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if (cardVector.size()>0)
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{
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PlayingCardVector addCardVector;
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addCardVector.push_back(cardVector[cardVector.size()-1]);
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if (this->m_homeVector[i]->canAddCards(addCardVector))
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{
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pDst=this->m_homeVector[i];
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srcStackIndex=cardVector.size()-1;
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pSrc=this->m_stackVector[j];
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rc=true;
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}
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}
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}
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}
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}
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// look at each stack and try to find the first available card that from another
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// stack that can be moved to the stack.
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if (!rc)
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{
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for (i=0;i<this->m_stackVector.size() && !rc;i++)
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{
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unsigned int j;
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for (j=0;j<this->m_stackVector.size() && !rc;j++)
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{
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// can't move a stack to itself
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if (i!=j)
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{
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PlayingCardVector addCardVector(this->m_stackVector[j]->getCardVector());
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unsigned int k=0;
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while (!rc && addCardVector.size()>0)
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{
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// ok find the first card that is faceup.
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if (!addCardVector[0].isFaceUp())
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{
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addCardVector.erase(addCardVector.begin());
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}
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else if (this->m_stackVector[i]->canAddCards(addCardVector))
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{
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pDst=this->m_stackVector[i];
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srcStackIndex=k;
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pSrc=this->m_stackVector[j];
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rc=true;
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}
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else
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{
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addCardVector.erase(addCardVector.begin());
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}
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k++;
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}
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}
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}
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}
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}
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return rc;
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}
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//////////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////
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void YukonBoard::newGame()
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{
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// call the base class
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GameBoard::newGame();
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CardDeck deck;
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unsigned int i;
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while(!deck.isEmpty())
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{
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this->m_pDeck->addCard(deck.next());
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}
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DealItemVector dealItemVector;
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// Create the dealItemVector to direct the DealAnimation object on
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// how to deal the cards.
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for (i=0;i<this->m_stackVector.size();i++)
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{
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dealItemVector.push_back(DealItem(this->m_stackVector[i],m_pDeck));
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unsigned int j;
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for (j=0;j<i+1;j++)
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{
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// add the items to tell how to deal the cards to the stack
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// we want to flip the last card in each stack.
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if (i==j)
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{
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dealItemVector[i].addCard(true);
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}
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else
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{
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dealItemVector[i].addCard(false);
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}
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}
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// for yukon all but the first stack get 4 more face up cards
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if (i>0)
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{
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for (j=0;j<4;j++)
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{
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dealItemVector[i].addCard(true);
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}
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}
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}
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// ok now start the deal. We don't need a move record for this item.
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m_dealAni.dealCards(dealItemVector,false);
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}
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//////////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////
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void YukonBoard::addGameMenuItems(QMenu & menu)
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{
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Q_UNUSED(menu);
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}
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//////////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////
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void YukonBoard::loadSettings(const QSettings & settings)
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{
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Q_UNUSED(settings);
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}
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//////////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////
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void YukonBoard::saveSettings(QSettings & settings)
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{
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Q_UNUSED(settings);
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}
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//////////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////
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void YukonBoard::setCheat(bool cheat)
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{
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this->m_cheat=cheat;
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for(unsigned int i=0;i<this->m_stackVector.size();i++)
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{
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m_stackVector[i]->setCheat(cheat);
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}
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}
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//////////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////
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void YukonBoard::slotStackCardsClicked(CardStack * pCardStack,
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const PlayingCardVector & cardVector,
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const CardMoveRecord & startMoveRecord)
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{
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unsigned int i=0;
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CardStack * pFoundStack=NULL;
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if (NULL==pCardStack)
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{
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return;
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}
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// first see if the card can be added to the sent home stack
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if (cardVector.size()==1)
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{
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for(i=0;i<this->m_homeVector.size();i++)
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{
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if (pCardStack!=this->m_homeVector[i] &&
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this->m_homeVector[i]->canAddCards(cardVector))
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{
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pFoundStack=this->m_homeVector[i];
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break;
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}
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}
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}
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// if we did not find a match look at the stacks.
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if (NULL==pFoundStack)
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{
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for(i=0;i<this->m_stackVector.size();i++)
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{
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if (pCardStack!=this->m_stackVector[i] &&
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this->m_stackVector[i]->canAddCards(cardVector))
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{
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pFoundStack=this->m_stackVector[i];
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break;
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}
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}
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}
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if (pFoundStack)
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{
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CardMoveRecord moveRecord(startMoveRecord);
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pFoundStack->addCards(cardVector,moveRecord,true);
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// perform the move of the cards and animate it if animations
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// are enabled
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m_sToSAniMove.moveCards(moveRecord);
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}
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}
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//////////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////
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void YukonBoard::calcScore()
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{
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int score=0;
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for(unsigned int i=0;i<this->m_homeVector.size();i++)
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{
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score+=this->m_homeVector[i]->score();
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}
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emit scoreChanged(score,"");
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}
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//////////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////
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void YukonBoard::resizeEvent (QResizeEvent * event)
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{
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int i;
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this->setCardResizeAlg(8,ResizeByWidth);
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GameBoard::resizeEvent(event);
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QSize cardSize(CardPixmaps::getInst().getCardSize());
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// ok let's see if it fits when we size things by width
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// basically we just need to check if we have room to draw
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// 4 cards vertically. If we don't have enough room we
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// will try to draw by height.
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if (cardSize.height()*4+GameBoard::LayoutSpacing*5>event->size().height())
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{
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this->setCardResizeAlg(4,ResizeByHeight);
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GameBoard::resizeEvent(event);
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cardSize=CardPixmaps::getInst().getCardSize();
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}
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QPointF currPos(GameBoard::LayoutSpacing,GameBoard::LayoutSpacing);
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for (i=0;i<static_cast<int>(m_homeVector.size());i++)
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{
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m_homeVector[i]->setPos(currPos);
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currPos.ry()+=GameBoard::LayoutSpacing+cardSize.height();
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}
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currPos.setX(event->size().width()-GameBoard::LayoutSpacing-cardSize.width());
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currPos.setY(GameBoard::LayoutSpacing);
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for (i=m_stackVector.size()-1;i>=0;i--)
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{
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m_stackVector[i]->setPos(currPos);
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currPos.rx()-=cardSize.width()+GameBoard::LayoutSpacing;
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}
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currPos.setX(GameBoard::LayoutSpacing*4+cardSize.width()*4);
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currPos.setY(event->size().height()-GameBoard::LayoutSpacing-cardSize.height());
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m_pDeck->setPos(currPos);
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}
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//////////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////
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void YukonBoard::createStacks()
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{
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unsigned int i;
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// first create the home widgets where the cards need to be eventually stacked to
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// win the game.
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for(i=0;i<4;i++)
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{
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this->m_homeVector.push_back(new FreeCellHome);
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this->m_scene.addItem(m_homeVector[i]);
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}
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// now create the 7 rows for the stacks.
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for (i=0;i<7;i++)
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{
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this->m_stackVector.push_back(new KlondikeStack);
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this->m_scene.addItem(m_stackVector[i]);
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this->connect(this->m_stackVector[i],SIGNAL(cardsMovedByDragDrop(CardMoveRecord)),
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this,SLOT(slotCardsMoved(CardMoveRecord)));
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this->connect(this->m_stackVector[i],SIGNAL(movableCardsClicked(CardStack*,PlayingCardVector,CardMoveRecord)),
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this,SLOT(slotStackCardsClicked(CardStack*,PlayingCardVector,CardMoveRecord)));
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}
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this->m_pDeck=new FreeCellDeck;
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this->m_scene.addItem(this->m_pDeck);
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}
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//////////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////
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bool YukonBoard::isGameWon()const
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{
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bool rc=true;
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for (unsigned int i=0;i<this->m_homeVector.size();i++)
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{
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if (!this->m_homeVector[i]->isStackComplete())
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{
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rc=false;
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break;
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}
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}
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return rc;
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}
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//////////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////
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bool YukonBoard::isGameWonNotComplete()const
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{
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bool rc=true;
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for (unsigned int i=0;i<this->m_stackVector.size();i++)
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{
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if (!(this->m_stackVector[i]->cardsAscendingTopToBottom() &&
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this->m_stackVector[i]->allCardsFaceUp()))
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{
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rc=false;
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break;
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}
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}
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return rc;
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}
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