/*
 * Copyright (C) 1995 Paul Olav Tvete <paul@troll.no>
 * Copyright (C) 2000-2009 Stephan Kulow <coolo@kde.org>
 * Copyright (C) 2009-2010 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 "dealer.h"

#include "dealerinfo.h"
#include "messagebox.h"
#include "renderer.h"
#include "speeds.h"
#include "version.h"
#include "view.h"

#include "KCardTheme"

#include <KConfigGroup>
#include <KDebug>
#include <KLocalizedString>
#include <KMessageBox>
#include <KRandom>
#include <KSharedConfig>

#include <QtCore/QCoreApplication>
#include <QtCore/QMutex>
#include <QtCore/QThread>
#include <QtCore/QXmlStreamReader>
#include <QtCore/QXmlStreamWriter>
#include <QtGui/QGraphicsSceneMouseEvent>

#include <cmath>

#define DEBUG_HINTS 0


namespace
{
    const qreal wonBoxToSceneSizeRatio = 0.7;

    QList<KCard*> shuffled( const QList<KCard*> & cards, int seed )
    {
        Q_ASSERT( seed > 0 );

        QList<KCard*> result = cards;
        for ( int i = result.size(); i > 1; --i )
        {
            // We use the same pseudorandom number generation algorithm as Windows
            // Freecell, so that game numbers are the same between the two applications.
            // For more inforation, see
            // http://support.microsoft.com/default.aspx?scid=kb;EN-US;Q28150
            seed = 214013 * seed + 2531011;
            int rand = ( seed >> 16 ) & 0x7fff;

            result.swap( i - 1, rand % i );
        }

        return result;
    }

    QString solverStatusMessage( int status, bool everWinnable )
    {
        switch ( status )
        {
        case Solver::SolutionExists:
            return i18n("Solver: This game is winnable.");
        case Solver::NoSolutionExists:
            return everWinnable ? i18n("Solver: This game is no longer winnable.")
                                : i18n("Solver: This game cannot be won.");
        case Solver::UnableToDetermineSolvability:
            return i18n("Solver: Unable to determine if this game is winnable.");
        case Solver::SearchAborted:
        case Solver::MemoryLimitReached:
        default:
            return QString();
        }
    }

    int readIntAttribute( const QXmlStreamReader & xml, const QString & key, bool * ok = 0 )
    {
        QStringRef value = xml.attributes().value( key );
        return QString::fromRawData( value.data(), value.length() ).toInt( ok );
    }

    QString suitToString( int suit )
    {
        switch ( suit )
        {
        case KCardDeck::Clubs:
            return "clubs";
        case KCardDeck::Diamonds:
            return "diamonds";
        case KCardDeck::Hearts:
            return "hearts";
        case KCardDeck::Spades:
            return "spades";
        default:
            return QString();
        }
    }

    QString rankToString( int rank )
    {
        switch ( rank )
        {
        case KCardDeck::Ace:
            return "ace";
        case KCardDeck::Two:
            return "two";
        case KCardDeck::Three:
            return "three";
        case KCardDeck::Four:
            return "four";
        case KCardDeck::Five:
            return "five";
        case KCardDeck::Six:
            return "six";
        case KCardDeck::Seven:
            return "seven";
        case KCardDeck::Eight:
            return "eight";
        case KCardDeck::Nine:
            return "nine";
        case KCardDeck::Ten:
            return "ten";
        case KCardDeck::Jack:
            return "jack";
        case KCardDeck::Queen:
            return "queen";
        case KCardDeck::King:
            return "king";
        default:
            return QString();
        }
    }
}


class SolverThread : public QThread
{
    Q_OBJECT

public:
    SolverThread( Solver * solver )
      : m_solver( solver )
    {
    }

    virtual void run()
    {
        Solver::ExitStatus result = m_solver->patsolve();
        emit finished( result );
    }

    void abort()
    {
        {
            QMutexLocker lock( &m_solver->endMutex );
            m_solver->m_shouldEnd = true;
        }
        wait();
    }

signals:
    void finished( int result );

private:
    Solver * m_solver;
};


int DealerScene::moveCount() const
{
    return m_loadedMoveCount + m_undoStack.size();
}


void DealerScene::saveLegacyFile( QIODevice * io )
{
    QXmlStreamWriter xml( io );
    xml.setCodec( "UTF-8" );
    xml.setAutoFormatting( true );
    xml.setAutoFormattingIndent( -1 );
    xml.writeStartDocument();

    xml.writeDTD( "<!DOCTYPE kpat>" );

    xml.writeStartElement( "dealer" );
    xml.writeAttribute( "id", QString::number( gameId() ) );
    xml.writeAttribute( "options", getGameOptions() );
    xml.writeAttribute( "number", QString::number( gameNumber() ) );
    xml.writeAttribute( "moves", QString::number( moveCount() ) );
    xml.writeAttribute( "started", QString::number( m_dealStarted ) );
    xml.writeAttribute( "data", getGameState() );

    foreach( const PatPile * p, patPiles() )
    {
        xml.writeStartElement( "pile" );
        xml.writeAttribute( "index", QString::number( p->index() ) );
        xml.writeAttribute( "z", QString::number( p->zValue() ) );

        foreach( const KCard * c, p->cards() )
        {
            xml.writeStartElement( "card" );
            xml.writeAttribute( "suit", QString::number( c->suit() ) );
            xml.writeAttribute( "value", QString::number( c->rank() ) );
            xml.writeAttribute( "faceup", QString::number( c->isFaceUp() ) );
            xml.writeAttribute( "z", QString::number( c->zValue() ) );
            xml.writeEndElement();
        }
        xml.writeEndElement();
    }
    xml.writeEndElement();
    xml.writeEndDocument();

    m_dealWasJustSaved = true;
}

bool DealerScene::loadLegacyFile( QIODevice * io )
{
    resetInternals();

    QXmlStreamReader xml( io );

    xml.readNextStartElement();

    // Before KDE4.3, KPat didn't store game specific options in the save
    // file. This could cause crashes when loading a Spider game with a
    // different number of suits than the current setting. Similarly, in
    // Klondike the number of cards drawn from the deck was forgotten, but
    // this never caused crashes. Fortunately, in Spider we can count the
    // number of suits ourselves. For Klondike, there is no way to recover
    // that information.
    QString options = xml.attributes().value( "options" ).toString();
    if ( gameId() == 17 && options.isEmpty() )
    {
        QSet<int> suits;
        while ( !xml.atEnd() )
            if ( xml.readNextStartElement() && xml.name() == "card" )
                suits << readIntAttribute( xml, "suit" );
        options = QString::number( suits.size() );

        // "Rewind" back to the <dealer> tag. Yes, this is ugly.
        xml.clear();
        io->reset();
        xml.setDevice( io );
        xml.readNextStartElement();
    }
    setGameOptions( options );

    m_dealNumber = readIntAttribute( xml, "number" );
    m_loadedMoveCount = readIntAttribute( xml, "moves" );
    m_dealStarted = readIntAttribute( xml, "started" );
    QString gameStateData = xml.attributes().value( "data" ).toString();

    QMultiHash<quint32,KCard*> cards;
    foreach ( KCard * c, deck()->cards() )
        cards.insert( (c->id() & 0xffff), c );

    QHash<int,PatPile*> piles;
    foreach ( PatPile * p, patPiles() )
        piles.insert( p->index(), p );

    // Loop through <pile>s.
    while ( xml.readNextStartElement() )
    {
        if ( xml.name() != "pile" )
        {
            kWarning() << "Expected a \"pile\" tag. Found a" << xml.name() << "tag.";
            return false;
        }

        bool ok;
        int index = readIntAttribute( xml, "index", &ok );
        QHash<int,PatPile*>::const_iterator it = piles.constFind( index );
        if ( !ok || it == piles.constEnd() )
        {
            kWarning() << "Unrecognized pile index:" << xml.attributes().value( "index" );
            return false;
        }

        PatPile * p = it.value();
        p->clear();

        // Loop through <card>s.
        while ( xml.readNextStartElement() )
        {
            if ( xml.name() != "card" )
            {
                kWarning() << "Expected a \"card\" tag. Found a" << xml.name() << "tag.";
                return false;
            }
            
            bool suitOk, rankOk, faceUpOk;
            int suit = readIntAttribute( xml, "suit", &suitOk );
            int rank = readIntAttribute( xml, "value", &rankOk );
            bool faceUp = readIntAttribute( xml, "faceup", &faceUpOk );
            
            quint32 id = KCardDeck::getId( KCardDeck::Suit( suit ), KCardDeck::Rank( rank ), 0 );
            KCard * card = cards.take( id );

            if ( !suitOk || !rankOk || !faceUpOk || !card )
            {
                kWarning() << "Unrecognized card: suit=" << xml.attributes().value("suit")
                           << " value=" << xml.attributes().value("value")
                           << " faceup=" << xml.attributes().value("faceup");
                return false;
            }

            card->setFaceUp( faceUp );
            p->add( card );

            xml.skipCurrentElement();
        }
        updatePileLayout( p, 0 );
    }

    setGameState( gameStateData );


    emit updateMoves( moveCount() );
    takeState();

    return true;
}


void DealerScene::saveFile( QIODevice * io )
{
    QXmlStreamWriter xml( io );
    xml.setCodec( "UTF-8" );
    xml.setAutoFormatting( true );
    xml.setAutoFormattingIndent( -1 );
    xml.writeStartDocument();

    xml.writeStartElement( "kpat-game" );
    xml.writeAttribute( "game-type", m_di->baseIdString() );
    if ( !getGameOptions().isEmpty() )
        xml.writeAttribute( "game-type-options", getGameOptions() );
    xml.writeAttribute( "deal-number", QString::number( gameNumber() ) );

    QList<GameState*> allStates;
    for ( int i = 0; i < m_undoStack.size(); ++i )
        allStates << m_undoStack.at( i );
    allStates << m_currentState;
    for ( int i = m_redoStack.size() - 1; i >= 0; --i )
        allStates << m_redoStack.at( i );

    QString lastGameSpecificState;

    for ( int i = 0; i < allStates.size(); ++i )
    {
        const GameState * state = allStates.at( i );
        xml.writeStartElement( "state" );
        if ( state->stateData != lastGameSpecificState )
        {
            xml.writeAttribute( "game-specific-state", state->stateData );
            lastGameSpecificState = state->stateData;
        }
        if ( i == m_undoStack.size() )
            xml.writeAttribute( "current", "true" );

        foreach ( const CardStateChange & change, state->changes )
        {
            xml.writeStartElement( "move" );
            xml.writeAttribute( "pile", change.newState.pile->objectName() );
            xml.writeAttribute( "position", QString::number( change.newState.index ) );

            bool faceChanged = !change.oldState.pile
                               || change.oldState.faceUp != change.newState.faceUp;

            foreach ( const KCard * card, change.cards )
            {
                xml.writeStartElement( "card" );
                xml.writeAttribute( "id", QString("%1").arg( card->id(), 7, 10, QChar('0') ) );
                xml.writeAttribute( "suit", suitToString( card->suit() ) );
                xml.writeAttribute( "rank", rankToString( card->rank() ) );
                if ( faceChanged )
                    xml.writeAttribute( "turn", change.newState.faceUp ? "face-up" : "face-down" );
                xml.writeEndElement();
            }

            xml.writeEndElement();
        }
        xml.writeEndElement();
    }

    xml.writeEndElement();
    xml.writeEndDocument();

    m_dealWasJustSaved = true;
}


bool DealerScene::loadFile( QIODevice * io )
{
    resetInternals();

    bool reenableAutoDrop = autoDropEnabled();
    setAutoDropEnabled( false );

    QXmlStreamReader xml( io );

    xml.readNextStartElement();

    if ( xml.name() != "kpat-game" )
    {
        kWarning() << "First tag is not \"kpat-game\"";
        return false;
    }

    m_dealNumber = readIntAttribute( xml, "deal-number" );
    setGameOptions( xml.attributes().value( "game-type-options" ).toString() );

    QMultiHash<quint32,KCard*> cardHash;
    foreach ( KCard * c, deck()->cards() )
        cardHash.insert( c->id(), c );

    QHash<QString,KCardPile*> pileHash;
    foreach ( KCardPile * p, piles() )
        pileHash.insert( p->objectName(), p );

    int undosToDo = -1;

    while( xml.readNextStartElement() )
    {
        if ( xml.name() != "state" )
        {
            kWarning() << "Expected a \"state\" tag. Found a" << xml.name() << "tag.";
            return false;
        }

        if ( xml.attributes().hasAttribute( "game-specific-state" ) )
            setGameState( xml.attributes().value( "game-specific-state" ).toString() );

        if ( undosToDo > -1 )
            ++undosToDo;
        else if ( xml.attributes().value( "current" ) == "true" )
            undosToDo = 0;
        
        while( xml.readNextStartElement() )
        {
            if ( xml.name() != "move" )
            {
                kWarning() << "Expected a \"move\" tag. Found a" << xml.name() << "tag.";
                return false;
            }

            QString pileName = xml.attributes().value( "pile" ).toString();
            KCardPile * pile = pileHash.value( pileName );

            bool indexOk;
            int index = readIntAttribute( xml, "position", &indexOk );

            if ( !pile || !indexOk )
            {
                kWarning() << "Unrecognized pile or index.";
                return false;
            }

            while ( xml.readNextStartElement() )
            {
                if ( xml.name() != "card" )
                {
                    kWarning() << "Expected a \"card\" tag. Found a" << xml.name() << "tag.";
                    return false;
                }

                KCard * card = cardHash.value( readIntAttribute( xml, "id" ) );
                if ( !card )
                {
                    kWarning() << "Unrecognized card.";
                    return false;
                }

                if ( xml.attributes().value("turn") == "face-up" )
                    card->setFaceUp( true );
                else if ( xml.attributes().value("turn") == "face-down" )
                    card->setFaceUp( false );
                
                pile->insert( index, card );

                ++index;
                xml.skipCurrentElement();
            }
        }
        takeState();
    }
    
    m_loadedMoveCount = 0;
    m_dealStarted = moveCount() > 0;
    emit updateMoves( moveCount() );

    while ( undosToDo > 0 )
    {
        undo();
        --undosToDo;
    }
    
    foreach ( KCardPile * p, piles() )
        updatePileLayout( p, 0 );

    setAutoDropEnabled( reenableAutoDrop );

    return true;
}


DealerScene::DealerScene( const DealerInfo * di )
  : m_di( di ),
    m_solver( 0 ),
    m_solverThread( 0 ),
    m_peekedCard( 0 ),
    m_dealNumber( 0 ),
    m_loadedMoveCount( 0 ),
    m_neededFutureMoves( 1 ),
    m_supportedActions( 0 ),
    m_autoDropEnabled( false ),
    m_solverEnabled( false ),
    m_dealStarted( false ),
    m_dealWasEverWinnable( false ),
    m_dealHasBeenWon( false ),
    m_dealWasJustSaved( false ),
    m_statisticsRecorded( false ),
    m_playerReceivedHelp( false ),
    m_toldAboutWonGame( false ),
    m_toldAboutLostGame( false ),
    m_dropSpeedFactor( 1 ),
    m_interruptAutoDrop( false ),
    m_dealInProgress( false ),
    m_hintInProgress( false ),
    m_demoInProgress( false ),
    m_dropInProgress( false ),
    m_hintQueued( false ),
    m_demoQueued( false ),
    m_dropQueued( false ),
    m_newCardsQueued( false ),
    m_takeStateQueued( false ),
    m_currentState( 0 )
{
    setItemIndexMethod(QGraphicsScene::NoIndex);

    m_solverUpdateTimer.setInterval( 250 );
    m_solverUpdateTimer.setSingleShot( true );
    connect( &m_solverUpdateTimer, SIGNAL(timeout()), SLOT(stopAndRestartSolver()) );

    m_demoTimer.setSingleShot( true );
    connect( &m_demoTimer, SIGNAL(timeout()), SLOT(demo()) );

    m_dropTimer.setSingleShot( true );
    connect( &m_dropTimer, SIGNAL(timeout()), this, SLOT(drop()) );

    m_wonItem = new MessageBox();
    m_wonItem->setZValue( 2000 );
    m_wonItem->hide();
    addItem( m_wonItem );

    connect( this, SIGNAL(cardAnimationDone()), this, SLOT(animationDone()) );

    connect( this, SIGNAL(cardDoubleClicked(KCard*)), this, SLOT(tryAutomaticMove(KCard*)) );
    // Make rightClick == doubleClick. See bug #151921
    connect( this, SIGNAL(cardRightClicked(KCard*)), this, SLOT(tryAutomaticMove(KCard*)) );
}

DealerScene::~DealerScene()
{
    stop();

    disconnect();
    if ( m_solverThread )
        m_solverThread->abort();
    delete m_solverThread;
    m_solverThread = 0;
    delete m_solver;
    m_solver = 0;
    qDeleteAll( m_undoStack );
    delete m_currentState;
    qDeleteAll( m_redoStack );
    delete m_wonItem;
}


void DealerScene::addPatPile( PatPile * pile )
{
    if ( !m_patPiles.contains( pile ) )
        m_patPiles.append( pile );
}


void DealerScene::removePatPile( PatPile * pile )
{
    m_patPiles.removeAll( pile );
}


QList<PatPile*> DealerScene::patPiles() const
{
    return m_patPiles;
}


void DealerScene::cardsMoved( const QList<KCard*> & cards, KCardPile * oldPile, KCardPile * newPile )
{
    PatPile * newPatPile = dynamic_cast<PatPile*>( newPile );
    PatPile * oldPatPile = dynamic_cast<PatPile*>( oldPile );

    if ( oldPatPile && oldPatPile->isFoundation() && newPatPile && !newPatPile->isFoundation() )
    {
        foreach ( KCard * c, cards )
            m_cardsRemovedFromFoundations.insert( c );
    }
    else
    {
        foreach ( KCard * c, cards )
            m_cardsRemovedFromFoundations.remove( c );
    }

    if ( !m_dropInProgress && !m_dealInProgress )
    {
        m_dealStarted = true;
        takeState();
    }
}


void DealerScene::startHint()
{
    stopDemo();
    stopDrop();

    if ( isCardAnimationRunning() )
    {
        m_hintQueued = true;
        return;
    }

    if ( isKeyboardModeActive() )
        setKeyboardModeActive( false );

    QList<QGraphicsItem*> toHighlight;
    foreach ( const MoveHint & h, getHints() )
        toHighlight << h.card();

    if ( !m_winningMoves.isEmpty() )
    {
        MOVE m = m_winningMoves.first();
        MoveHint mh = solver()->translateMove( m );
        if ( mh.isValid() )
            toHighlight << mh.card();
    }

    m_hintInProgress = !toHighlight.isEmpty();
    setHighlightedItems( toHighlight );
    emit hintActive( m_hintInProgress );
}


void DealerScene::stopHint()
{
    if ( m_hintInProgress )
    {
        m_hintInProgress = false;
        clearHighlightedItems();
        emit hintActive( false );
    }
}


bool DealerScene::isHintActive() const
{
    return m_hintInProgress;
}

QList<MoveHint> DealerScene::getSolverHints()
{
    QList<MoveHint> hintList;

    if ( m_solverThread && m_solverThread->isRunning() )
        m_solverThread->abort();

    solver()->translate_layout();
    bool debug = false;
#if DEBUG_HINTS
    debug = true;
#endif
    solver()->patsolve( 1, debug );

    foreach ( const MOVE & m, solver()->firstMoves )
    {
        MoveHint mh = solver()->translateMove( m );
	hintList << mh;
    }
    return hintList;
}

QList<MoveHint> DealerScene::getHints()
{
    if ( solver() )
        return getSolverHints();

    QList<MoveHint> hintList;
    foreach (PatPile * store, patPiles())
    {
        if (store->isFoundation() || store->isEmpty())
            continue;

        QList<KCard*> cards = store->cards();
        while (cards.count() && !cards.first()->isFaceUp())
            cards.erase(cards.begin());

        QList<KCard*>::Iterator iti = cards.begin();
        while (iti != cards.end())
        {
            if (allowedToRemove(store, (*iti)))
            {
                foreach (PatPile * dest, patPiles())
                {
                    int cardIndex = store->indexOf(*iti);
                    if (cardIndex == 0 && dest->isEmpty() && !dest->isFoundation())
                        continue;

                    if (!checkAdd(dest, dest->cards(), cards))
                        continue;

                    if (dest->isFoundation())
                    {
                        hintList << MoveHint( *iti, dest, 127 );
                    }
                    else
                    {
                        QList<KCard*> cardsBelow = cards.mid(0, cardIndex);
 
                        // if it could be here as well, then it's no use
                        if ((cardsBelow.isEmpty() && !dest->isEmpty()) || !checkAdd(store, cardsBelow, cards))
                        {
                            hintList << MoveHint( *iti, dest, 0 );
                        }
                        else if (checkPrefering(dest, dest->cards(), cards)
                                 && !checkPrefering(store, cardsBelow, cards))
                        { // if checkPrefers says so, we add it nonetheless
                            hintList << MoveHint( *iti, dest, 10 );
                        }
                    }
                }
            }
            cards.erase(iti);
            iti = cards.begin();
        }
    }
    return hintList;
}

static bool prioSort(const MoveHint &c1, const MoveHint &c2) 
{
  return c1.priority() < c2.priority();
}


MoveHint DealerScene::chooseHint()
{
    if ( !m_winningMoves.isEmpty() )
    {
        MOVE m = m_winningMoves.takeFirst();
        MoveHint mh = solver()->translateMove( m );

#if DEBUG_HINTS
        if ( m.totype == O_Type )
            fprintf( stderr, "move from %d out (at %d) Prio: %d\n", m.from,
                     m.turn_index, m.pri );
        else
            fprintf( stderr, "move from %d to %d (%d) Prio: %d\n", m.from, m.to,
                     m.turn_index, m.pri );
#endif

        return mh;
    }

    QList<MoveHint> hintList = getHints();

    if ( hintList.isEmpty() )
    {
        return MoveHint();
    }
    else
    {
        // Generate a random number with an exponentional distribution averaging 1/4.
        qreal randomExp = qMin<qreal>( -log( 1 - qreal( KRandom::random() ) / RAND_MAX ) / 4, 1 );
        int randomIndex =  randomExp * ( hintList.size() - 1 );

	qSort(hintList.begin(), hintList.end(), prioSort);
        return hintList.at( randomIndex );
    }
}


void DealerScene::startNew( int dealNumber )
{
    if ( dealNumber != -1 )
        m_dealNumber = qBound( 1, dealNumber, INT_MAX );

    // Only record the statistics and reset gameStarted if  we're starting a
    // new game number or we're restarting a game we've already won.
    if ( dealNumber != -1 || m_dealHasBeenWon )
    {
        recordGameStatistics();
        m_statisticsRecorded = false;
        m_dealStarted = false;
    }

    if ( isCardAnimationRunning() )
    {
        QTimer::singleShot( 100, this, SLOT(startNew()) );
        return;
    }

    if ( m_solverThread && m_solverThread->isRunning() )
        m_solverThread->abort();

    resetInternals();

    emit updateMoves( 0 );

    foreach( KCardPile * p, piles() )
        p->clear();

    m_dealInProgress = true;
    restart( shuffled( deck()->cards(), m_dealNumber ) );
    m_dealInProgress = false;

    takeState();
    update();
}

void DealerScene::resetInternals()
{
    stop();

    setKeyboardModeActive( false );

    m_dealHasBeenWon = false;
    m_wonItem->hide();

    qDeleteAll( m_undoStack );
    m_undoStack.clear();
    delete m_currentState;
    m_currentState = 0;
    qDeleteAll( m_redoStack );
    m_redoStack.clear();
    m_lastKnownCardStates.clear();

    m_dealWasJustSaved = false;
    m_dealWasEverWinnable = false;
    m_toldAboutLostGame = false;
    m_toldAboutWonGame = false;
    m_loadedMoveCount = 0;

    m_playerReceivedHelp = false;

    m_dealInProgress = false;

    m_dropInProgress = false;
    m_dropSpeedFactor = 1;
    m_cardsRemovedFromFoundations.clear();

    foreach (KCard * c, deck()->cards())
    {
        c->disconnect( this );
        c->stopAnimation();
    }

    emit solverStateChanged( QString() );
    emit gameInProgress( true );
}

QPointF posAlongRect( qreal distOnRect, const QRectF & rect )
{
    if ( distOnRect < rect.width() )
        return rect.topLeft() + QPointF( distOnRect, 0 );
    distOnRect -= rect.width();
    if ( distOnRect < rect.height() )
        return rect.topRight() + QPointF( 0, distOnRect );
    distOnRect -= rect.height();
    if ( distOnRect < rect.width() )
        return rect.bottomRight() + QPointF( -distOnRect, 0 );
    distOnRect -= rect.width();
    return rect.bottomLeft() + QPointF( 0, -distOnRect );
}

void DealerScene::won()
{
    if ( m_dealHasBeenWon )
        return;

    m_dealHasBeenWon = true;
    m_toldAboutWonGame = true;

    stopDemo();
    recordGameStatistics();

    emit solverStateChanged( QString() );

    emit newCardsPossible( false );
    emit undoPossible( false );
    emit redoPossible( false );
    emit gameInProgress( false );

    setKeyboardModeActive( false );

    qreal speed = sqrt( width() * width() + height() * height() ) / ( DURATION_WON );

    QRectF justOffScreen = sceneRect().adjusted( -deck()->cardWidth(), -deck()->cardHeight(), 0, 0 );
    qreal spacing = 2 * ( justOffScreen.width() + justOffScreen.height() ) / deck()->cards().size();
    qreal distOnRect = 0;

    foreach ( KCard *c, deck()->cards() )
    {
        distOnRect += spacing;
        QPointF pos2 = posAlongRect( distOnRect, justOffScreen );
        QPointF delta = c->pos() - pos2;
        qreal dist = sqrt( delta.x() * delta.x() + delta.y() * delta.y() );

        c->setFaceUp( true );
        c->animate( pos2, c->zValue(), 0, true, false, dist / speed );
    }

    connect(deck(), SIGNAL(cardAnimationDone()), this, SLOT(showWonMessage()));
}

void DealerScene::showWonMessage()
{
    disconnect(deck(), SIGNAL(cardAnimationDone()), this, SLOT(showWonMessage()));

    // It shouldn't be necessary to stop the demo yet again here, but we
    // get crashes if we don't. Will have to look into this further.
    stopDemo();

    // Hide all cards to prevent them from showing up accidentally if the 
    // window is resized.
    foreach ( KCard * c, deck()->cards() )
        c->hide();

    updateWonItem();
    m_wonItem->show();
}

void DealerScene::updateWonItem()
{
    const qreal aspectRatio = Renderer::self()->aspectRatioOfElement("message_frame");
    int boxWidth;
    int boxHeight;
    if ( width() < aspectRatio * height() )
    {
        boxWidth = width() * wonBoxToSceneSizeRatio;
        boxHeight = boxWidth / aspectRatio;
    }
    else
    {
        boxHeight = height() * wonBoxToSceneSizeRatio;
        boxWidth = boxHeight * aspectRatio;
    }
    m_wonItem->setSize( QSize( boxWidth, boxHeight ) );

    if ( m_playerReceivedHelp )
        m_wonItem->setMessage( i18n( "Congratulations! We have won." ) );
    else
        m_wonItem->setMessage( i18n( "Congratulations! You have won." ) );

    m_wonItem->setPos( QPointF( (width() - boxWidth) / 2, (height() - boxHeight) / 2 )
                        + sceneRect().topLeft() );
}


bool DealerScene::allowedToAdd( const KCardPile * pile, const QList<KCard*> & cards ) const
{
    if ( !pile->isEmpty() && !pile->topCard()->isFaceUp() )
        return false;

    const PatPile * p = dynamic_cast<const PatPile*>( pile );
    return p && checkAdd( p, p->cards(), cards );
}


bool DealerScene::allowedToRemove( const KCardPile * pile, const KCard * card ) const
{
    const PatPile * p = dynamic_cast<const PatPile*>( pile );
    QList<KCard*> cards = pile->topCardsDownTo( card );
    return p
           && card->isFaceUp()
           && !cards.isEmpty()
           && checkRemove( p, cards );
}


bool DealerScene::checkAdd( const PatPile * pile, const QList<KCard*> & oldCards, const QList<KCard*> & newCards ) const
{
    Q_UNUSED( pile )
    Q_UNUSED( oldCards )
    Q_UNUSED( newCards )
    return false;
}


bool DealerScene::checkRemove(const PatPile * pile, const QList<KCard*> & cards) const
{
    Q_UNUSED( pile )
    Q_UNUSED( cards )
    return false;
}


bool DealerScene::checkPrefering( const PatPile * pile, const QList<KCard*> & oldCards, const QList<KCard*> & newCards ) const
{
    Q_UNUSED( pile )
    Q_UNUSED( oldCards )
    Q_UNUSED( newCards )
    return false;
}


void DealerScene::mousePressEvent( QGraphicsSceneMouseEvent * e )
{
    stop();

    KCard * card = qgraphicsitem_cast<KCard*>( itemAt( e->scenePos() ) );

    if ( m_peekedCard )
    {
        e->accept();
    }
    else if ( e->button() == Qt::RightButton
              && card
              && card->pile()
              && card != card->pile()->topCard()
              && cardsBeingDragged().isEmpty()
              && !isCardAnimationRunning() )
    {
        e->accept();
        m_peekedCard = card;
        QPointF pos2( card->x() + deck()->cardWidth() / 3.0, card->y() - deck()->cardHeight() / 3.0 );
        card->setZValue( card->zValue() + 0.1 );
        card->animate( pos2, card->zValue(), 20, card->isFaceUp(), false, DURATION_FANCYSHOW );
    }
    else
    {
        KCardScene::mousePressEvent( e );
        if ( !cardsBeingDragged().isEmpty() )
            emit cardsPickedUp();
    }
}


void DealerScene::mouseReleaseEvent( QGraphicsSceneMouseEvent * e )
{
    stop();

    if ( e->button() == Qt::RightButton && m_peekedCard && m_peekedCard->pile() )
    {
        e->accept();
        updatePileLayout( m_peekedCard->pile(), DURATION_FANCYSHOW );
        m_peekedCard = 0;
    }
    else
    {
        bool hadCards = !cardsBeingDragged().isEmpty();
        KCardScene::mouseReleaseEvent( e );
        if ( hadCards && cardsBeingDragged().isEmpty() )
            emit cardsPutDown();
    }
}


void DealerScene::mouseDoubleClickEvent( QGraphicsSceneMouseEvent * e )
{
    stop();

    KCardScene::mouseDoubleClickEvent( e );
}


bool DealerScene::tryAutomaticMove( KCard * card )
{
    if ( !isCardAnimationRunning()
         && card
         && card->pile()
         && card == card->pile()->topCard()
         && card->isFaceUp()
         && allowedToRemove( card->pile(), card ) )
    {
        QList<KCard*> cardList = QList<KCard*>() << card;

        foreach ( PatPile * p, patPiles() )
        {
            if ( p->isFoundation() && allowedToAdd( p, cardList ) )
            {
                moveCardToPile( card , p, DURATION_MOVE );
                return true;
            }
        }
    }

    return false;
}


void DealerScene::undo()
{
    undoOrRedo( true );
}


void DealerScene::redo()
{
    undoOrRedo( false );
}


void DealerScene::undoOrRedo( bool undo )
{
    stop();

    if ( isCardAnimationRunning() )
        return;

    // The undo and redo actions are almost identical, except for where states
    // are pulled from and pushed to, so to keep things generic, we use
    // direction dependent const references throughout this code.
    QStack<GameState*> & fromStack = undo ? m_undoStack : m_redoStack;
    QStack<GameState*> & toStack = undo ? m_redoStack : m_undoStack;

    if ( !fromStack.isEmpty() && m_currentState )
    {
        // If we're undoing, we use the oldStates of the changes of the current
        // state. If we're redoing, we use the newStates of the changes of the
        // nextState.
        const QList<CardStateChange> & changes = undo ? m_currentState->changes
                                                      : fromStack.top()->changes;

        // Update the currentState pointer and undo/redo stacks.
        toStack.push( m_currentState );
        m_currentState = fromStack.pop();
        setGameState( m_currentState->stateData );

        QSet<KCardPile*> pilesAffected;
        foreach ( const CardStateChange & change, changes )
        {
            CardState sourceState = undo ? change.newState : change.oldState;
            CardState destState = undo ? change.oldState : change.newState;

            PatPile * sourcePile = dynamic_cast<PatPile*>( sourceState.pile );
            PatPile * destPile = dynamic_cast<PatPile*>( destState.pile );
            bool notDroppable = destState.takenDown
                                || ((sourcePile && sourcePile->isFoundation())
                                    && !(destPile && destPile->isFoundation()));

            pilesAffected << sourceState.pile << destState.pile;
            
            foreach ( KCard * c, change.cards )
            {
                m_lastKnownCardStates.insert( c, destState );

                c->setFaceUp( destState.faceUp );
                destState.pile->insert( destState.index, c );

                if ( notDroppable )
                    m_cardsRemovedFromFoundations.insert( c );
                else
                    m_cardsRemovedFromFoundations.remove( c );

                ++sourceState.index;
                ++destState.index;
            }
        }

        // At this point all cards should be in the right piles, but not
        // necessarily at the right positions within those piles. So we
        // run through the piles involved and swap card positions until
        // everything is back in its place, then relayout the piles.
        foreach( KCardPile * p, pilesAffected )
        {
            int i = 0;
            while ( i < p->count() )
            {
                int index = m_lastKnownCardStates.value( p->at( i ) ).index;
                if ( i == index )
                    ++i;
                else
                    p->swapCards( i, index );
            }

            updatePileLayout( p, 0 );
        }

        emit updateMoves( moveCount() );
        emit undoPossible( !m_undoStack.isEmpty() );
        emit redoPossible( !m_redoStack.isEmpty() );

        if ( m_toldAboutLostGame ) // everything's possible again
        {
            gameInProgress( true );
            m_toldAboutLostGame = false;
            m_toldAboutWonGame = false;
        }

        int solvability = m_currentState->solvability;
        m_winningMoves = m_currentState->winningMoves;

        emit solverStateChanged( solverStatusMessage( solvability, m_dealWasEverWinnable ) );

        if ( m_solver && ( solvability == Solver::SearchAborted
                           || solvability == Solver::MemoryLimitReached ) )
        {
            startSolver();
        }
    }
}


void DealerScene::takeState()
{
    if ( isCardAnimationRunning() )
    {
        m_takeStateQueued = true;
        return;
    }

    if ( !isDemoActive() )
        m_winningMoves.clear();

    QList<CardStateChange> changes;

    foreach ( KCardPile * p, piles() )
    {
        QList<KCard*> currentRun;
        CardState oldRunState;
        CardState newRunState;
        
        for ( int i = 0; i < p->count(); ++i )
        {
            KCard * c = p->at( i );

            const CardState & oldState = m_lastKnownCardStates.value( c );
            CardState newState( p, i, c->isFaceUp(), m_cardsRemovedFromFoundations.contains( c ) );

            // The card has changed.
            if ( newState != oldState )
            {
                // There's a run in progress, but this card isn't part of it.
                if ( !currentRun.isEmpty()
                     && (oldState.pile != oldRunState.pile
                         || (oldState.index != -1 && oldState.index != oldRunState.index + currentRun.size())
                         || oldState.faceUp != oldRunState.faceUp
                         || newState.faceUp != newRunState.faceUp
                         || oldState.takenDown != oldRunState.takenDown
                         || newState.takenDown != newRunState.takenDown) )
                {
                    changes << CardStateChange( oldRunState, newRunState, currentRun );
                    currentRun.clear();
                }

                // This card is the start of a new run.
                if ( currentRun.isEmpty() )
                {
                    oldRunState = oldState;
                    newRunState = newState;
                }
                
                currentRun << c;

                m_lastKnownCardStates.insert( c, newState );
            }
        }
        // Add the last run, if any.
        if ( !currentRun.isEmpty() )
        {
            changes << CardStateChange( oldRunState, newRunState, currentRun );
        }
    }

    // If nothing has changed, we're done.
    if ( changes.isEmpty()
         && m_currentState
         && m_currentState->stateData == getGameState() )
    {
        return;
    }

    if ( m_currentState )
    {
        m_undoStack.push( m_currentState );
        qDeleteAll( m_redoStack );
        m_redoStack.clear();
    }
    m_currentState = new GameState( changes, getGameState() );

    emit redoPossible( false );
    emit undoPossible( !m_undoStack.isEmpty() );
    emit updateMoves( moveCount() );

    m_dealWasJustSaved = false;
    if ( isGameWon() )
    {
        won();
        return;
    }

    if ( !m_toldAboutWonGame && !m_toldAboutLostGame && isGameLost() )
    {
        emit gameInProgress( false );
        emit solverStateChanged( i18n( "Solver: This game is lost." ) );
        m_toldAboutLostGame = true;
        stopDemo();
        return;
    }

    if ( !isDemoActive() && !isCardAnimationRunning() && m_solver )
        startSolver();

    if ( autoDropEnabled() && !isDropActive() && !isDemoActive() && m_redoStack.isEmpty() )
    {
        if ( m_interruptAutoDrop )
            m_interruptAutoDrop = false;
        else
            startDrop();
    }
}


void DealerScene::setSolverEnabled(bool a)
{
    m_solverEnabled = a;
}


void DealerScene::setAutoDropEnabled( bool enabled )
{
    m_autoDropEnabled = enabled;
}


bool DealerScene::autoDropEnabled() const
{
    return m_autoDropEnabled;
}


void DealerScene::startDrop()
{
    stopHint();
    stopDemo();

    if ( isCardAnimationRunning() )
    {
        m_dropQueued = true;
        return;
    }

    m_dropInProgress = true;
    m_interruptAutoDrop = false;
    m_dropSpeedFactor = 1;
    emit dropActive( true );

    drop();
}


void DealerScene::stopDrop()
{
    if ( m_dropInProgress )
    {
        m_dropTimer.stop();
        m_dropInProgress = false;
        emit dropActive( false );

        if ( autoDropEnabled() && m_takeStateQueued )
            m_interruptAutoDrop = true;
    }
}


bool DealerScene::isDropActive() const
{
    return m_dropInProgress;
}


bool DealerScene::drop()
{
    foreach ( const MoveHint & mh, getHints() )
    {
        if ( mh.pile()
             && mh.pile()->isFoundation()
             && mh.priority() > 120
             && !m_cardsRemovedFromFoundations.contains( mh.card() ) )
        {
            QList<KCard*> cards = mh.card()->pile()->topCardsDownTo( mh.card() );

            QMap<KCard*,QPointF> oldPositions;
            foreach ( KCard * c, cards )
                oldPositions.insert( c, c->pos() );

            moveCardsToPile( cards, mh.pile(), DURATION_MOVE );

            int count = 0;
            foreach ( KCard * c, cards )
            {
                c->completeAnimation();
                QPointF destPos = c->pos();
                c->setPos( oldPositions.value( c ) );

                int duration = speedUpTime( DURATION_AUTODROP + count * DURATION_AUTODROP / 10 );
                c->animate( destPos, c->zValue(), 0, c->isFaceUp(), true, duration );

                ++count;
            }

            m_dropSpeedFactor *= AUTODROP_SPEEDUP_FACTOR;

            takeState();

            return true;
        }
    }

    m_dropInProgress = false;
    emit dropActive( false );

    return false;
}

int DealerScene::speedUpTime( int delay ) const
{
    if ( delay < DURATION_AUTODROP_MINIMUM )
        return delay;
    else
        return qMax<int>( delay * m_dropSpeedFactor, DURATION_AUTODROP_MINIMUM );
}

void DealerScene::stopAndRestartSolver()
{
    if ( m_toldAboutLostGame || m_toldAboutWonGame ) // who cares?
        return;

    if ( m_solverThread && m_solverThread->isRunning() )
    {
        m_solverThread->abort();
    }

    if ( isCardAnimationRunning() )
    {
        startSolver();
        return;
    }

    slotSolverEnded();
}

void DealerScene::slotSolverEnded()
{
    if ( m_solverThread && m_solverThread->isRunning() )
        return;

    m_solver->translate_layout();
    m_winningMoves.clear();
    emit solverStateChanged( i18n("Solver: Calculating...") );
    if ( !m_solverThread )
    {
        m_solverThread = new SolverThread( m_solver );
        connect( m_solverThread, SIGNAL(finished(int)), this, SLOT(slotSolverFinished(int)));
    }
    m_solverThread->start( m_solverEnabled ? QThread::IdlePriority : QThread::NormalPriority );
}


void DealerScene::slotSolverFinished( int result )
{
    if ( result == Solver::SolutionExists )
    {
        m_winningMoves = m_solver->winMoves;
        m_dealWasEverWinnable = true;
    }

    emit solverStateChanged( solverStatusMessage( result, m_dealWasEverWinnable ) );

    if ( m_currentState )
    {
        m_currentState->solvability = static_cast<Solver::ExitStatus>( result );
        m_currentState->winningMoves = m_winningMoves;
    }

    if ( result == Solver::SearchAborted )
        startSolver();
}


int DealerScene::gameNumber() const
{
    return m_dealNumber;
}


void DealerScene::stop()
{
    stopHint();
    stopDemo();
    stopDrop();
}


void DealerScene::animationDone()
{
    Q_ASSERT( !isCardAnimationRunning() );

    if ( !m_multiStepMoves.isEmpty() )
    {
        continueMultiStepMove();
        return;
    }

    if ( m_takeStateQueued )
    {
        m_takeStateQueued = false;
        takeState();
    }

    if ( m_demoInProgress )
    {
        m_demoTimer.start( TIME_BETWEEN_MOVES );
    }
    else if ( m_dropInProgress )
    {
        m_dropTimer.start( speedUpTime( TIME_BETWEEN_MOVES ) );
    }
    else if ( m_newCardsQueued )
    {
        m_newCardsQueued = false;
        newCards();
    }
    else if ( m_hintQueued )
    {
        m_hintQueued = false;
        startHint();
    }
    else if ( m_demoQueued )
    {
        m_demoQueued = false;
        startDemo();
    }
    else if ( m_dropQueued )
    {
        m_dropQueued = false;
        startDrop();
    }
}


void DealerScene::startDemo()
{
    stopHint();
    stopDrop();

    if ( isCardAnimationRunning() )
    {
        m_demoQueued = true;
        return;
    }

    m_demoInProgress = true;
    m_playerReceivedHelp = true;
    m_dealStarted = true;

    demo();
}


void DealerScene::stopDemo()
{
    if ( m_demoInProgress )
    {
        m_demoTimer.stop();
        m_demoInProgress = false;
        emit demoActive( false );
    }
}


bool DealerScene::isDemoActive() const
{
    return m_demoInProgress;
}


void DealerScene::demo()
{
    if ( isCardAnimationRunning() )
    {
        m_demoQueued = true;
        return;
    }

    m_demoInProgress = true;
    m_playerReceivedHelp = true;
    m_dealStarted = true;
    clearHighlightedItems();

    m_demoTimer.stop();

    MoveHint mh = chooseHint();
    if ( mh.isValid() )
    {
        KCard * card = mh.card();
        Q_ASSERT( card );
        KCardPile * sourcePile = mh.card()->pile();
        Q_ASSERT( sourcePile );
        Q_ASSERT( allowedToRemove( sourcePile, card ) );
        PatPile * destPile = mh.pile();
        Q_ASSERT( destPile );
        Q_ASSERT( sourcePile != destPile );
        QList<KCard*> cards = sourcePile->topCardsDownTo( card );
        Q_ASSERT( allowedToAdd( destPile, cards ) );

        if ( destPile->isEmpty() )
        {
            kDebug() << "Moving" << card->objectName()
                     << "from the" << sourcePile->objectName()
                     << "pile to the" << destPile->objectName()
                     << "pile, which is empty";
        }
        else
        {
            kDebug() << "Moving" << card->objectName()
                     << "from the" << sourcePile->objectName()
                     << "pile to the" << destPile->objectName()
                     << "pile, putting it on top of"
                     << destPile->topCard()->objectName();
        }
        
        moveCardsToPile( cards, destPile, DURATION_DEMO );
    }
    else if ( !newCards() )
    {
        if (isGameWon())
        {
            won();
        }
        else
        {
            stopDemo();
            slotSolverEnded();
        }
        return;
    }

    emit demoActive( true );
    takeState();
}


void DealerScene::drawDealRowOrRedeal()
{
    stop();

    if ( isCardAnimationRunning() )
    {
        m_newCardsQueued = true;
        return;
    }

    m_newCardsQueued = false;
    newCards();
}


bool DealerScene::newCards()
{
    return false;
}


void DealerScene::setSolver( Solver *s) {
    delete m_solver;
    delete m_solverThread;
    m_solver = s;
    m_solverThread = 0;
}

bool DealerScene::isGameWon() const
{
    foreach (PatPile *p, patPiles())
    {
        if (!p->isFoundation() && !p->isEmpty())
            return false;
    }
    return true;
}

void DealerScene::startSolver()
{
    if( m_solverEnabled )
        m_solverUpdateTimer.start();
}


bool DealerScene::isGameLost() const
{
    if ( solver() )
    {
        if ( m_solverThread && m_solverThread->isRunning() )
            m_solverThread->abort();

        solver()->translate_layout();
        return solver()->patsolve( neededFutureMoves() ) == Solver::NoSolutionExists;
    }
    return false;
}

void DealerScene::recordGameStatistics()
{
    // Don't record the game if it was never started, if it is unchanged since
    // it was last saved (allowing the user to close KPat after saving without
    // it recording a loss) or if it has already been recorded.//         takeState(); // copying it again
    if ( m_dealStarted && !m_dealWasJustSaved && !m_statisticsRecorded )
    {
        int id = oldId();

        QString totalPlayedKey = QString("total%1").arg( id );
        QString wonKey = QString("won%1").arg( id );
        QString winStreakKey = QString("winstreak%1").arg( id );
        QString maxWinStreakKey = QString("maxwinstreak%1").arg( id );
        QString loseStreakKey = QString("loosestreak%1").arg( id );
        QString maxLoseStreakKey = QString("maxloosestreak%1").arg( id );

        KConfigGroup config(KGlobal::config(), scores_group);

        int totalPlayed = config.readEntry( totalPlayedKey, 0 );
        int won = config.readEntry( wonKey, 0 );
        int winStreak = config.readEntry( winStreakKey, 0 );
        int maxWinStreak = config.readEntry( maxWinStreakKey, 0 );
        int loseStreak = config.readEntry( loseStreakKey, 0 );
        int maxLoseStreak = config.readEntry( maxLoseStreakKey, 0 );

        ++totalPlayed;

        if ( m_dealHasBeenWon )
        {
            ++won;
            ++winStreak;
            maxWinStreak = qMax( winStreak, maxWinStreak );
            loseStreak = 0;
        }
        else
        {
            ++loseStreak;
            maxLoseStreak = qMax( loseStreak, maxLoseStreak );
            winStreak = 0;
        }

        config.writeEntry( totalPlayedKey, totalPlayed );
        config.writeEntry( wonKey, won );
        config.writeEntry( winStreakKey, winStreak );
        config.writeEntry( maxWinStreakKey, maxWinStreak );
        config.writeEntry( loseStreakKey, loseStreak );
        config.writeEntry( maxLoseStreakKey, maxLoseStreak );

        m_statisticsRecorded = true;
    }
}

void DealerScene::relayoutScene()
{
    KCardScene::relayoutScene();

    if ( m_wonItem->isVisible() )
        updateWonItem();
}


int DealerScene::gameId() const
{
    return m_di->baseId();    
}


void DealerScene::setActions( int actions )
{
    m_supportedActions = actions;
}


int DealerScene::actions() const
{
    return m_supportedActions;
}


QList<QAction*> DealerScene::configActions() const
{
    return QList<QAction*>();
}


Solver * DealerScene::solver() const
{
    return m_solver;
}


int DealerScene::neededFutureMoves() const
{
    return m_neededFutureMoves;
}


void DealerScene::setNeededFutureMoves( int i )
{
    m_neededFutureMoves = i;
}


void DealerScene::setDeckContents( int copies, const QList<KCardDeck::Suit> & suits )
{
    Q_ASSERT( copies >= 1 );
    Q_ASSERT( !suits.isEmpty() );

    // Note that the order in which the cards are created can not be changed
    // without breaking the game numbering. For historical reasons, KPat
    // generates card by rank and then by suit, rather than the more common
    // suit then rank ordering.
    QList<quint32> ids;
    unsigned int number = 0;
    for ( int i = 0; i < copies; ++i )
        foreach ( const KCardDeck::Rank & r, KCardDeck::standardRanks() )
            foreach ( const KCardDeck::Suit & s, suits )
                ids << KCardDeck::getId( s, r, number++ );

    deck()->setDeckContents( ids );
}


QImage DealerScene::createDump() const
{
    const QSize previewSize( 480, 320 );

    foreach ( KCard * c, deck()->cards() )
        c->completeAnimation();

    QMultiMap<qreal,QGraphicsItem*> itemsByZ;
    foreach ( QGraphicsItem * item, items() )
    {
        Q_ASSERT( item->zValue() >= 0 );
        itemsByZ.insert( item->zValue(), item );
    }

    QImage img( contentArea().size().toSize(), QImage::Format_ARGB32 );
    img.fill( Qt::transparent );
    QPainter p( &img );

    foreach ( QGraphicsItem * item, itemsByZ )
    {
        if ( item->isVisible() )
        {
            p.save();
            p.setTransform( item->deviceTransform( p.worldTransform() ), false );
            item->paint( &p, 0 );
            p.restore();
        }
    }

    p.end();

    img = img.scaled( previewSize, Qt::KeepAspectRatio, Qt::SmoothTransformation );

    QImage img2( previewSize, QImage::Format_ARGB32 );
    img2.fill( Qt::transparent );
    QPainter p2( &img2 );
    p2.drawImage( (img2.width() - img.width()) / 2, (img2.height() - img.height()) / 2, img );
    p2.end();

    return img2;
}


void DealerScene::mapOldId( int id )
{
    Q_UNUSED( id );
}


int DealerScene::oldId() const
{
    return gameId();
}


QString DealerScene::getGameState() const
{
    return QString();
}


void DealerScene::setGameState( const QString & state )
{
    Q_UNUSED( state );
}


QString DealerScene::getGameOptions() const
{
    return QString();
}


void DealerScene::setGameOptions( const QString & options )
{
    Q_UNUSED( options );
}


bool DealerScene::allowedToStartNewGame()
{
    // Check if the user is already running a game, and if she is,
    // then ask if she wants to abort it.
    return !m_dealStarted
           || m_dealWasJustSaved
           || m_toldAboutWonGame
           || m_toldAboutLostGame
           || KMessageBox::warningContinueCancel(0,
                     i18n("A new game has been requested, but there is already a game in progress.\n\n"
                          "A loss will be recorded in the statistics if the current game is abandoned."),
                     i18n("Abandon Current Game?"),
                     KGuiItem(i18n("Abandon Current Game")),
                     KStandardGuiItem::cancel(),
                     "careaboutstats"
                    ) == KMessageBox::Continue;
}

void DealerScene::addCardForDeal( KCardPile * pile, KCard * card, bool faceUp, QPointF startPos )
{
    Q_ASSERT( card );
    Q_ASSERT( pile );

    card->setFaceUp( faceUp );
    pile->add( card );
    m_initDealPositions.insert( card, startPos );
}


void DealerScene::startDealAnimation()
{
    qreal speed = sqrt( width() * width() + height() * height() ) / ( DURATION_DEAL );
    foreach ( PatPile * p, patPiles() )
    {
        updatePileLayout( p, 0 );
        foreach ( KCard * c, p->cards() )
        {
            if ( !m_initDealPositions.contains( c ) )
                continue;

            QPointF pos2 = c->pos();
            c->setPos( m_initDealPositions.value( c ) );

            QPointF delta = c->pos() - pos2;
            qreal dist = sqrt( delta.x() * delta.x() + delta.y() * delta.y() );
            int duration = qRound( dist / speed );
            c->animate( pos2, c->zValue(), 0, c->isFaceUp(), false, duration );
        }
    }
    m_initDealPositions.clear();
}


void DealerScene::multiStepMove( const QList<KCard*> & cards,
                                 KCardPile * pile,
                                 const QList<KCardPile*> & freePiles,
                                 const QList<KCardPile*> & freeCells,
                                 int duration )
{
    Q_ASSERT( cards.size() == 1 || !freePiles.isEmpty() || !freeCells.isEmpty() );

    m_multiStepMoves.clear();
    m_multiStepDuration = duration;

    multiStepSubMove( cards, pile, freePiles, freeCells );
    continueMultiStepMove();
}


void DealerScene::multiStepSubMove( QList<KCard*> cards,
                                    KCardPile * pile,
                                    QList<KCardPile*> freePiles,
                                    const QList<KCardPile*> & freeCells )
{
    // Note that cards and freePiles are passed by value, as we need to make a
    // local copy anyway.

    // Using n free cells, we can move a run of n+1 cards. If we want to move
    // more than that, we have to recursively move some of our cards to one of
    // the free piles temporarily.
    const int freeCellsPlusOne = freeCells.size() + 1;
    int cardsToSubMove = cards.size() - freeCellsPlusOne;

    QList<QPair<KCardPile*,QList<KCard*> > > tempMoves;
    while ( cardsToSubMove > 0 )
    {
        int tempMoveSize;
        if ( cardsToSubMove <= freePiles.size() * freeCellsPlusOne )
        {
            // If the cards that have to be submoved can be spread across the
            // the free piles without putting more than freeCellsPlusOne cards
            // on each one, we do so. This means that none of our submoves will
            // need further submoves, which keeps the total move count down. We
            // Just to a simple rounding up integer division.
            tempMoveSize = (cardsToSubMove + freePiles.size() - 1) / freePiles.size();
        }
        else
        {
            // Otherwise, we use the space optimal method that gets the cards
            // moved using a minimal number of piles, but uses more submoves.
            tempMoveSize = freeCellsPlusOne;
            while ( tempMoveSize * 2 < cardsToSubMove )
                tempMoveSize *= 2;
        }

        QList<KCard*> subCards;
        for ( int i = 0; i < tempMoveSize; ++i )
            subCards.prepend( cards.takeLast() );

        Q_ASSERT( !freePiles.isEmpty() );
        KCardPile * nextPile = freePiles.takeFirst();

        tempMoves << qMakePair( nextPile, subCards );
        multiStepSubMove( subCards, nextPile, freePiles, freeCells );

        cardsToSubMove -= tempMoveSize;
    }

    // Move cards to free cells.
    for ( int i = 0; i < cards.size() - 1; ++i )
    {
        KCard * c = cards.at( cards.size() - 1 - i );
        m_multiStepMoves << qMakePair( c, freeCells[i] );
    }

    // Move bottom card to destination pile.
    m_multiStepMoves << qMakePair( cards.first(), pile );

    // Move cards from free cells to destination pile.
    for ( int i = 1; i < cards.size(); ++i )
        m_multiStepMoves << qMakePair( cards.at( i ), pile );

    // If we just moved the bottomost card of the source pile, it must now be
    // empty and we won't need it any more. So we return it to the list of free
    // piles.
    KCardPile * sourcePile = cards.first()->pile();
    if ( sourcePile->at( 0 ) == cards.first() )
        freePiles << sourcePile;

    // If we had to do any submoves, we now move those cards from their
    // temporary pile to the destination pile and free up their temporary pile.
    while ( !tempMoves.isEmpty() )
    {
        QPair<KCardPile*, QList<KCard*> > m = tempMoves.takeLast();
        multiStepSubMove( m.second, pile, freePiles, freeCells );
        freePiles << m.first;
    }
}


void DealerScene::continueMultiStepMove()
{
    Q_ASSERT( !m_multiStepMoves.isEmpty() );
    Q_ASSERT( !isCardAnimationRunning() );

    QPair<KCard*,KCardPile*> m = m_multiStepMoves.takeFirst();
    KCard * card = m.first;
    KCardPile * dest = m.second;
    KCardPile * source = card->pile();

    Q_ASSERT( card == source->topCard() );
    Q_ASSERT( allowedToAdd( dest, QList<KCard*>() << card ) );

    m_multiStepDuration = qMax<int>( m_multiStepDuration * 0.9, 50 );

    dest->add( card );
    card->raise();
    updatePileLayout( dest, m_multiStepDuration );
    updatePileLayout( source, m_multiStepDuration );

    if ( m_multiStepMoves.isEmpty() )
        takeState();
}


#include "dealer.moc"
#include "moc_dealer.cpp"
