Leaked source code of windows server 2003
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/***************************************************************************/
/** Microsoft Windows **/
/** Copyright(c) Microsoft Corp., 1991, 1992 **/
/***************************************************************************/
/****************************************************************************
computer.cpp
keithmo
****************************************************************************/
#include "hearts.h"
#include "main.h"
#include "resource.h"
//
// Static members.
//
//
// This array is used to prioritize the search for cards
// to pass. This basically maps the irritating A-K ordering
// used by CARDS.DLL into a more appropriate 2-A ordering.
//
int computer :: _VectorPriority[13] =
{
VECTOR_ACE,
VECTOR_KING,
VECTOR_QUEEN,
VECTOR_JACK,
VECTOR_10,
VECTOR_9,
VECTOR_8,
VECTOR_7,
VECTOR_6,
VECTOR_5,
VECTOR_4,
VECTOR_3,
VECTOR_2
};
//
// This array is used to prioritize the card suits.
//
int computer :: _SuitPriority[4] =
{
INDEX_HEARTS,
INDEX_SPADES,
INDEX_DIAMONDS,
INDEX_CLUBS
};
/****************************************************************************
computer constructor
****************************************************************************/
computer :: computer(int n) : player(n, n)
{
CString newname;
TCHAR buf[MAXNAMELENGTH+1];
*buf = '\0';
RegEntry Reg(szRegPath);
Reg.GetString(regvalPName[n-1], buf, sizeof(buf));
newname = buf;
if (newname.IsEmpty())
newname.LoadString(IDS_P1NAME + n - 1);
CClientDC dc(::pMainWnd);
SetName(newname, dc);
} // computer :: computer
/****************************************************************************
Keith: Make sure you Select(TRUE) cards you select, and
SetMode(DONE_SELECTING) before you return.
****************************************************************************/
void computer :: SelectCardsToPass()
{
//
// This will hold the total number of cards that
// have been passed.
//
int cPassed = 0;
int i;
int nSuit;
//
// First we must build our database.
//
ComputeVectors();
//
// Priority 1: Lose the Queen, King, and Ace of Spades.
//
PassCardsInVector( QuerySpadesVector() & QKA_CARDS,
INDEX_SPADES,
&cPassed );
//
// Priority 2: Lose the Jack, Queen, King, and Ace of Hearts.
//
PassCardsInVector( QueryHeartsVector() & JQKA_CARDS,
INDEX_HEARTS,
&cPassed );
//
// Priority 3: Pass any high cards not accompanied by two or
// more low cards.
//
for( i = 0 ; ( i < 4 ) && ( cPassed < 3 ) ; i++ )
{
nSuit = _SuitPriority[i];
if( nSuit == INDEX_SPADES )
{
continue;
}
if( CountBits( _CardVectors[nSuit] & LOW_CARDS ) < 2 )
{
PassCardsInVector( _CardVectors[nSuit] & HIGH_CARDS,
nSuit,
&cPassed );
}
}
//
// Priority 4: If we have the opportunity to "short suit" our
// hand, do it.
//
for( i = 0 ; ( i < 4 ) && ( cPassed < 3 ) ; i++ )
{
nSuit = _SuitPriority[i];
if( CountBits( _CardVectors[nSuit] ) <= ( 3 - cPassed ) )
{
PassCardsInVector( _CardVectors[nSuit],
nSuit,
&cPassed );
}
}
//
// Priority 5: Hell, I don't know. Just find some cards to pass.
//
for( i = 0 ; ( i < 4 ) && ( cPassed < 3 ) ; i++ )
{
nSuit = _SuitPriority[i];
PassCardsInVector( _CardVectors[nSuit],
nSuit,
&cPassed );
}
SetMode( DONE_SELECTING );
} // computer :: SelectCardsToPass
/****************************************************************************
ComputeVectors
This method sets the _CardVectors[] array to reflect the current set
of cards held by the computer.
****************************************************************************/
void computer :: ComputeVectors( void )
{
//
// First, clear out the current vectors.
//
_CardVectors[0] = 0;
_CardVectors[1] = 0;
_CardVectors[2] = 0;
_CardVectors[3] = 0;
//
// Now, scan the currently held cards, updating the vectors.
//
for( int i = 0 ; i < 13 ; i++ )
{
if( cd[i].IsInHand() )
{
AddCard( cd[i].ID() );
}
}
} // computer :: ComputeVectors
/****************************************************************************
PassCardsInVector
****************************************************************************/
void computer :: PassCardsInVector( int nVector, int nSuit, int * pcPassed )
{
int tmpVector;
//
// Don't even try if the vector is already empty or we've already
// passed three cards.
//
if( ( nVector == 0 ) || ( *pcPassed >= 3 ) )
return;
//
// Scan the cards in our hand. Pass all of those whose suit
// matches nSuit & are in nVector. Prioritize the search
// via the _VectorPriority array.
//
for( int m = 0 ; ( m < 13 ) && ( *pcPassed < 3 ) ; m++ )
{
tmpVector = nVector & _VectorPriority[m];
if( tmpVector == 0 )
continue;
for( int i = 0 ; i < 13 ; i++ )
{
if( cd[i].Suit() != nSuit )
continue;
if( ( tmpVector & CardToVector( cd[i].ID() ) ) == 0 )
continue;
//
// We found a card. Mark it as selected.
//
cd[i].Select( TRUE );
//
// Remove the card from our local vector. Also
// remove it from the card database and update the
// number of passed cards.
//
nVector &= ~CardToVector( cd[i].ID() );
RemoveCard( cd[i].ID() );
(*pcPassed)++;
//
// Since there's always *exactly* one bit set in
// tmpVector, and we've found the card for that
// bit, we can exit this inner loop.
//
break;
}
//
// If the vector has become empty, we can terminate the
// outer loop.
//
if( nVector == 0 )
break;
}
} // computer :: PassCardsInVector
/****************************************************************************
CountBits
****************************************************************************/
int computer :: CountBits( int x ) const
{
x = ( ( x >> 1 ) & 0x5555 ) + ( x & 0x5555 );
x = ( ( x >> 2 ) & 0x3333 ) + ( x & 0x3333 );
x = ( ( x >> 4 ) & 0x0f0f ) + ( x & 0x0f0f );
x = ( ( x >> 8 ) & 0x00ff ) + ( x & 0x00ff );
return x;
} // computer :: CountBits