Leaked source code of windows server 2003
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/***************************************************************************/
/** Microsoft Windows **/
/** Copyright(c) Microsoft Corp., 1991, 1992 **/
/***************************************************************************/
/****************************************************************************
player.h
Aug 92, JimH
May 93, JimH chico port
Header file for class player
hierarchy: player
/ \
computer human
/ \
local_human remote_human
note: player and human are abstract classes.
pos == 0 implies local human
id == 0 implies gamemeister
Relative to any human player, positions (pos) are arranged like this:
2
1 3
0
If the human is the gamemeister, these are also the id's.
****************************************************************************/
#include "card.h"
#include "debug.h"
#ifndef PLAYER_INC
#define PLAYER_INC
const int HORZSPACING = 15;
const int VERTSPACING = 15;
const int IDGE = 3; // EDGE was defined as something else
const int MAXCARDSWON = 14;
typedef int SLOT;
enum modetype { STARTING,
SELECTING,
DONE_SELECTING,
WAITING,
ACCEPTING,
PLAYING,
SCORING
};
const int MAXSLOT = 13;
const int ALL = -1;
struct handinfotype {
int playerled; // id of player led
int turn; // whose turn? (0 to 3)
card *cardplayed[4]; // cards in play for each player
BOOL bHeartsBroken; // hearts broken in this hand?
BOOL bQSPlayed; // Queen of Spades played yet?
BOOL bShootingRisk; // someone trying to shoot the moon?
int nMoonShooter; // id of potential shooter
BOOL bHumanShooter; // is nMoonShooter a human player?
};
/* timer callback */
#if defined (MFC1)
UINT FAR PASCAL EXPORT TimerBadMove(HWND hWnd, UINT nMsg, int nIDEvent, DWORD dwTime);
#else
void FAR PASCAL EXPORT TimerBadMove(HWND hWnd, UINT nMsg, UINT nIDEvent, DWORD dwTime);
#endif
class CMainWindow;
class player {
private:
CString name;
CFont font;
protected:
int id; // position relative to gamemeister
int position; // position relative to you
int score;
card cd[MAXSLOT];
POINT loc; // location of cd[0]
int dx, dy; // offset for rest of cards
POINT playloc; // played cards glided to here
POINT homeloc; // won cards glided to here
POINT dotloc; // location of cd[0] "selected" dot
POINT nameloc; // location of name
modetype mode;
int status;
int cardswon[MAXCARDSWON];
int numcardswon;
public:
player(int n, int pos);
virtual ~player() { } // required for ~local_human
card *Card(int s) { return &(cd[s]); }
void DisplayHeartsWon(CDC &dc);
void DisplayName(CDC &dc);
int EvaluateScore(BOOL &bMoonShot);
BOOL GetCardLoc(SLOT s, POINT& loc);
SLOT GetSlot(int id);
CRect &GetCoverRect(CRect& rect);
int GetID(SLOT slot) { return cd[slot].ID(); }
CRect &GetMarkingRect(CRect& rect);
modetype GetMode() { return mode; }
CString GetName() { return name; }
int GetScore() { return score; }
void GlideToCentre(SLOT s, BOOL bFaceup);
void MarkCardPlayed(SLOT s) { cd[s].Play(); }
void ResetCardsWon(void);
void ResetLoc(void);
void ReturnSelectedCards(int c[]);
void Select(SLOT slot, BOOL bSelect)
{ cd[slot].Select(bSelect); }
void SetID(SLOT slot, int id) { cd[slot].SetID(id); }
void SetMode(modetype m) { mode = m; }
void SetName(CString& newname, CDC& dc);
void SetScore(int s) { score = s; }
void SetStatus(int s) { status = s; }
void Sort(void);
void WinCard(CDC &dc, card *c);
virtual void Draw(CDC &dc, BOOL bCheating = FALSE, SLOT slot = ALL);
virtual BOOL IsHuman() { return FALSE; }
virtual void MarkSelectedCards(CDC &dc);
virtual void NotifyEndHand(handinfotype &h) = 0;
virtual void NotifyNewRound(void) = 0;
virtual void ReceiveSelectedCards(int c[]);
virtual void SelectCardsToPass(void) = 0;
virtual void SelectCardToPlay(handinfotype &h, BOOL bCheating) = 0;
virtual void UpdateStatus(void) = 0;
virtual void UpdateStatus(int stringid) = 0;
virtual void UpdateStatus(const TCHAR *string) = 0;
virtual void Quit() { }
virtual BOOL HasQuit() { return FALSE; }
};
class human : public player {
private:
protected:
human(int n, int pos);
public:
virtual BOOL IsHuman() { return TRUE; }
#if defined(_DEBUG)
void DebugMove(SLOT slot) { \
TRACE1("<%d> human decides to ", id); PLAY(slot); TRACE0("\n"); }
#endif
};
class local_human : public human {
#if defined (MFC1)
friend UINT FAR PASCAL EXPORT TimerBadMove(HWND, UINT, int, DWORD);
#else
friend void FAR PASCAL EXPORT TimerBadMove(HWND, UINT, UINT_PTR, DWORD);
#endif
protected:
CBitmap m_bmStretchCard; // bitmap for card + pop length
CStatusBarCtrl *m_pStatusWnd;
int XYToCard(int x, int y);
void StartTimer(card &c);
static BOOL bTimerOn;
static CString m_StatusText;
public:
local_human(int n);
~local_human();
BOOL IsTimerOn() { return bTimerOn; }
BOOL PlayCard(int x, int y, handinfotype &h, BOOL bCheating,
BOOL bFlash = TRUE);
void PopCard(CBrush &brush, int x, int y);
void SetPlayerId(int n) { id = n; }
void WaitMessage(const TCHAR *name);
virtual void Draw(CDC &dc, BOOL bCheating = FALSE, SLOT slot = ALL);
virtual void MarkSelectedCards(CDC &dc) { return; }
virtual void NotifyEndHand(handinfotype &h) { return; }
virtual void NotifyNewRound(void) { return; }
virtual void ReceiveSelectedCards(int c[]);
virtual void SelectCardsToPass(void);
virtual void SelectCardToPlay(handinfotype &h, BOOL bCheating);
virtual void UpdateStatus(void);
virtual void UpdateStatus(int stringid);
virtual void UpdateStatus(const TCHAR *string);
};
#endif // PLAYER_INC