Leaked source code of windows server 2003
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/***************************************************************************/
/** Microsoft Windows **/
/** Copyright(c) Microsoft Corp., 1991, 1992 **/
/***************************************************************************/
/****************************************************************************
player.cpp
Aug 92, JimH
May 93, JimH chico port
Methods for player objects
****************************************************************************/
#include "hearts.h"
#include "main.h" // friendly access
#include "resource.h"
#include "debug.h"
#include <stdlib.h> // qsort() prototype
#include <stdio.h>
extern "C" { // compare routine for qsort()
int __cdecl CompareCards(card *c1, card *c2);
}
/****************************************************************************
player::player
****************************************************************************/
player::player(int n, int pos) : id(n), position(pos)
{
// Set up font
BYTE charset = 0;
int fontsize = 0;
CString fontname, charsetstr, fontsizestr;
fontname.LoadString(IDS_FONTFACE);
charsetstr.LoadString(IDS_CHARSET);
fontsizestr.LoadString(IDS_FONTSIZE);
charset = (BYTE)_ttoi(charsetstr);
fontsize = _ttoi(fontsizestr);
font.CreateFont(fontsize, 0, 0, 0, 700, 0, 0, 0, charset, 0, 0, 0, 0, fontname);
CRect rect = CMainWindow::m_TableRect;
POINT centre;
const int offset = 30; // offset from centre for playloc
mode = STARTING;
centre.x = (rect.right / 2) - (card::dxCrd / 2);
centre.y = (rect.bottom / 2) - (card::dyCrd / 2);
playloc = centre;
score = 0;
CClientDC dc(::pMainWnd);
TEXTMETRIC tm;
dc.GetTextMetrics(&tm);
int nTextHeight = tm.tmHeight + tm.tmExternalLeading;
switch (position) {
case 0:
loc.x = (rect.right - (12 * HORZSPACING + card::dxCrd)) / 2;
loc.y = rect.bottom - card::dyCrd - IDGE;
dx = HORZSPACING;
dy = 0;
playloc.x -= 5;
playloc.y += offset;
dotloc.x = loc.x + (HORZSPACING / 2);
dotloc.y = loc.y - IDGE;
homeloc.x = playloc.x;
homeloc.y = rect.bottom + card::dyCrd;
nameloc.x = loc.x + card::dxCrd + IDGE;
nameloc.y = rect.bottom - nTextHeight - IDGE;
break;
case 1:
loc.x = 3 * IDGE;
loc.y = (rect.bottom - (12 * VERTSPACING + card::dyCrd)) / 2;
dx = 0;
dy = VERTSPACING;
playloc.x -= offset;
playloc.y -= 5;
dotloc.x = loc.x + card::dxCrd + IDGE;
dotloc.y = loc.y + (VERTSPACING / 2);
homeloc.x = -card::dxCrd;
homeloc.y = playloc.y;
nameloc.x = loc.x + 2;
nameloc.y = loc.y - nTextHeight;
break;
case 2:
loc.x = ((rect.right - (12 * HORZSPACING + card::dxCrd)) / 2)
+ (12 * HORZSPACING);
loc.y = IDGE;
dx = -HORZSPACING;
dy = 0;
playloc.x += 5;
playloc.y -= offset;
dotloc.x = loc.x + card::dxCrd - (HORZSPACING / 2);
dotloc.y = loc.y + card::dyCrd + IDGE;
homeloc.x = playloc.x;
homeloc.y = -card::dyCrd;
nameloc.x = ((rect.right - (12 * HORZSPACING + card::dxCrd)) / 2)
+ (12 * HORZSPACING) + card::dxCrd + IDGE;
nameloc.y = IDGE;
break;
case 3:
loc.x = rect.right - (card::dxCrd + (3 * IDGE));
loc.y = ((rect.bottom - (12 * VERTSPACING + card::dyCrd)) / 2)
+ (12 * VERTSPACING);
dx = 0;
dy = -VERTSPACING;
playloc.x += offset;
playloc.y += 5;
dotloc.x = loc.x - IDGE;
dotloc.y = loc.y + card::dyCrd - (VERTSPACING / 2);
homeloc.x = rect.right;
homeloc.y = playloc.y;
nameloc.x = ((rect.right - (12 * HORZSPACING + card::dxCrd)) / 2)
- IDGE - 2;
nameloc.y = ((rect.bottom - (12 * VERTSPACING + card::dyCrd)) / 2)
+ (12 * VERTSPACING) + card::dyCrd;
break;
}
ResetLoc();
}
/****************************************************************************
player::ResetLoc
This routine puts cards in locations based on their slot number.
It is used to initialize their x,y locs, or after cards have been sorted.
****************************************************************************/
void player::ResetLoc()
{
int x = loc.x;
int y = loc.y;
for (SLOT s = 0; s < MAXSLOT; s++)
{
if (cd[s].IsInHand())
cd[s].SetLoc(x, y);
x += dx;
y += dy;
}
}
/****************************************************************************
player::Sort
****************************************************************************/
void player::Sort()
{
qsort( (void *)cd,
MAXSLOT,
sizeof(card),
(int (__cdecl *)(const void *, const void *))CompareCards );
ResetLoc();
}
/****************************************************************************
CompareCards
This is the compare function for player::Sort.
Aces are high, cards not in hand sort high, and order of suits is
clubs, diamonds, spades, hearts (alternating colours)
****************************************************************************/
int __cdecl CompareCards(card *c1, card *c2)
{
int v1 = c1->Value2();
int v2 = c2->Value2();
int s1 = c1->Suit();
int s2 = c2->Suit();
if (!(c1->IsInHand()))
v1 = EMPTY;
if (!(c2->IsInHand()))
v2 = EMPTY;
if (v1 == EMPTY || v2 == EMPTY)
{
if (v1 == v2) // they're both EMPTY
return 0;
else if (v1 == EMPTY)
return 1;
else
return -1;
}
if (s1 != s2) // different suits?
{
if (s1 == HEARTS && s2 == SPADES) // these two suits reversed
return 1;
else if (s1 == SPADES && s2 == HEARTS)
return -1;
else
return (s1 - s2);
}
return (v1 - v2);
}
/****************************************************************************
player::GetSlot
converts a card id to a slot number
****************************************************************************/
SLOT player::GetSlot(int id)
{
SLOT s = EMPTY;
for (int num = 0; num < MAXSLOT; num++)
{
if (GetID(num) == id)
{
s = num;
break;
}
}
ASSERT(s != EMPTY);
return s;
}
/****************************************************************************
player::GetCardLoc
Loc gets location of upper-left corner of specified card slot.
Returns true if slot s is valid.
****************************************************************************/
BOOL player::GetCardLoc(SLOT s, POINT& loc)
{
if (!cd[s].IsValid())
return FALSE;
loc.x = cd[s].GetX();
loc.y = cd[s].GetY();
return TRUE;
}
/****************************************************************************
player::GetCoverRect
returns a rect that covers all cards in hand
****************************************************************************/
CRect &player::GetCoverRect(CRect& rect)
{
rect.left = (dx < 0 ? loc.x + 12 * dx : loc.x);
rect.right = rect.left + (dx != 0 ?
card::dxCrd + 12 * abs(dx) : card::dxCrd);
rect.top = (dy < 0 ? loc.y + 12 * dy : loc.y);
rect.bottom = rect.top + (dy != 0 ?
card::dyCrd + 12 * abs(dy) : card::dyCrd);
// expand rect to include selection indicators
if (position == 0)
rect.top -= POPSPACING;
else if (position == 1)
rect.right += 2 * IDGE;
else if (position == 2)
rect.bottom += 2 * IDGE;
else
rect.left -= 2 * IDGE;
return rect;
}
/****************************************************************************
rect::GetMarkingRect
returns a rect that covers all selection marking dots
****************************************************************************/
CRect &player::GetMarkingRect(CRect& rect)
{
rect.left = (dx < 0 ? dotloc.x + (12 * dx) : dotloc.x);
rect.right = (dx < 0 ? dotloc.x + 2 : dotloc.x + (12 * dx) + 2);
rect.top = (dy < 0 ? dotloc.y + (12 * dy) : dotloc.y);
rect.bottom = (dy < 0 ? dotloc.y + 2 : dotloc.y + (12 * dy) + 2);
return rect;
}
/****************************************************************************
player::Draw
Draws all the cards belonging to this player. bCheating defaults to
FALSE, and SLOT defaults to ALL.
****************************************************************************/
void player::Draw(CDC &dc, BOOL bCheating, SLOT slot)
{
DisplayName(dc);
SLOT start = (slot == ALL ? 0 : slot);
SLOT stop = (slot == ALL ? MAXSLOT : slot+1);
SLOT playedslot = EMPTY; // must draw cards in play last for EGA
for (SLOT s = start; s < stop; s++)
{
if (cd[s].IsPlayed())
playedslot = s; // save and draw later
else if (bCheating)
cd[s].Draw(dc);
else
cd[s].Draw(dc, FACEDOWN);
}
if (playedslot != EMPTY)
cd[playedslot].Draw(dc);
}
void player::DisplayName(CDC &dc)
{
CFont *oldfont = dc.SelectObject(&font);
dc.SetBkColor(::pMainWnd->GetBkColor());
dc.TextOut(nameloc.x, nameloc.y, name, name.GetLength());
dc.SelectObject(oldfont);
}
void player::SetName(CString& newname, CDC& dc)
{
static RECT rect; // client rect of main window
static BOOL bFirst = TRUE; // first time through this routine?
if (bFirst)
::pMainWnd->GetClientRect(&rect);
if (rect.right > 100) // app started non-iconic
bFirst = FALSE;
name = newname;
CFont *oldfont = dc.SelectObject(&font);
if (position == 0)
{
CSize size = dc.GetTextExtent(name, name.GetLength());
nameloc.x = ((rect.right - (12 * HORZSPACING + card::dxCrd)) / 2)
- IDGE - size.cx;
}
else if (position == 3)
{
CSize size = dc.GetTextExtent(name, name.GetLength());
nameloc.x = rect.right - size.cx - (3*IDGE) - 2;
}
dc.SelectObject(oldfont);
}
/****************************************************************************
player::ReturnSelectedCards
player::ReceiveSelectedCards
When cards are passed from player to player, the first function is used
to return the selected cards. The second is used to pass another player's
selections in.
****************************************************************************/
void player::ReturnSelectedCards(int c[])
{
c[0] = EMPTY; // default
c[1] = EMPTY;
c[2] = EMPTY;
if (mode == STARTING || mode == SELECTING)
return;
for (int i = 0, j = 0; j < 3; i++)
{
if (cd[i].IsSelected())
c[j++] = cd[i].ID();
if (i >= MAXSLOT)
{ ASSERT(i < MAXSLOT); }
}
}
void player::ReceiveSelectedCards(int c[])
{
for (int i = 0, j = 0; j < 3; i++)
{
if (cd[i].IsSelected())
{
cd[i].SetID(c[j++]);
cd[i].Select(FALSE);
}
ASSERT(i < MAXSLOT);
}
SetMode(WAITING);
}
/****************************************************************************
player::MarkSelectedCards
This virtual function puts white dots beside selected cards for all
non-local_human players.
****************************************************************************/
void player::MarkSelectedCards(CDC &dc)
{
COLORREF color = RGB(255, 255, 255);
for (int s = 0; s < MAXSLOT; s++)
{
if (cd[s].IsSelected())
{
int x = dotloc.x + (s * dx);
int y = dotloc.y + (s * dy);
dc.SetPixel(x, y, color);
dc.SetPixel(x+1, y, color);
dc.SetPixel(x, y+1, color);
dc.SetPixel(x+1, y+1, color);
}
}
}
/****************************************************************************
player::GlideToCentre
This function takes a selected card and glides it to its play location.
The other normal cards (cards still in hand) are each checked to see if
the card is to be moved. If so, their image is drawn into the background
bitmap.
****************************************************************************/
void player::GlideToCentre(SLOT s, BOOL bFaceup)
{
CRect rectCard, rectSrc, rectDummy;
CClientDC dc(::pMainWnd);
#ifdef USE_MIRRORING
SetLayout(dc.m_hDC, 0);
SetLayout(dc.m_hAttribDC, 0);
#endif
CDC *memdc = new CDC;
memdc->CreateCompatibleDC(&dc);
memdc->SelectObject(&card::m_bmBgnd);
memdc->SelectObject(&CMainWindow::m_BgndBrush);
memdc->PatBlt(0, 0, card::dxCrd, card::dyCrd, PATCOPY);
cd[s].GetRect(rectCard);
for (SLOT i = 0; i < MAXSLOT; i++)
{
if (cd[i].IsNormal() && (i != s))
{
cd[i].GetRect(rectSrc);
if (IntersectRect(&rectDummy, &rectSrc, &rectCard))
{
cd[i].Draw(*memdc, // CDC
rectSrc.left-rectCard.left, // x
rectSrc.top-rectCard.top, // y
bFaceup ? FACEUP : FACEDOWN, // mode
FALSE); // don't update loc
}
}
}
delete memdc; // must delete before Glide() called
cd[s].CleanDraw(dc);
cd[s].Glide(dc, playloc.x, playloc.y); // glide to play location
cd[s].Play(); // mark card as played
SetMode(WAITING);
}
/****************************************************************************
player::ResetCardsWon
cardswon[] keeps track of point cards won this hand. This function
clears this data for a new hand.
****************************************************************************/
void player::ResetCardsWon()
{
for (int i = 0; i < MAXCARDSWON; i++)
cardswon[i] = EMPTY;
numcardswon = 0;
}
/****************************************************************************
player::WinCard
Cards won in tricks are passed in. If they are point cards (hearts
or queen on spades) the id is saved in cardswon[].
****************************************************************************/
void player::WinCard(CDC &dc, card *c)
{
if ((c->IsHeart()) || (c->ID() == BLACKLADY))
cardswon[numcardswon++] = c->ID();
RegEntry Reg(szRegPath);
DWORD dwSpeed = Reg.GetNumber(regvalSpeed, IDC_NORMAL);
int oldstep = c->SetStepSize(dwSpeed == IDC_SLOW ? 5 : 30);
c->Glide(dc, homeloc.x, homeloc.y);
c->SetStepSize(oldstep);
}
/****************************************************************************
player::EvaluateScore
Points stored in cardswon[] are added to players total score.
****************************************************************************/
int player::EvaluateScore(BOOL &bMoonShot)
{
for (int i = 0; i < MAXCARDSWON; i++)
{
if (cardswon[i] == BLACKLADY)
score += 13;
else if (cardswon[i] != EMPTY)
score++;
}
if (cardswon[MAXCARDSWON-1] != EMPTY) // if player got ALL point cards
bMoonShot = TRUE;
else
bMoonShot = FALSE;
return score;
}
/****************************************************************************
player::DisplayHeartsWon
****************************************************************************/
void player::DisplayHeartsWon(CDC &dc)
{
card c;
int x = loc.x;
int y = loc.y;
x += ((MAXCARDSWON - numcardswon) / 2) * dx;
y += ((MAXCARDSWON - numcardswon) / 2) * dy;
for (int i = 0; i < numcardswon; i++)
{
c.SetID(cardswon[i]);
c.SetLoc(x, y);
c.Draw(dc);
x += dx;
y += dy;
}
DisplayName(dc);
}