Source code of Windows XP (NT5)
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/***************************************************************************/
/** Microsoft Windows **/
/** Copyright(c) Microsoft Corp., 1991, 1992 **/
/***************************************************************************/
/****************************************************************************
ddecb.cpp
Aug 92, JimH
May 93, JimH chico port
DDE callback functions are here, as well as some helper functions. The
callbacks quickly call CMainWindow member function equivalents.
****************************************************************************/
#include "hearts.h"
#include "main.h"
#include "debug.h"
#include "resource.h"
/****************************************************************************
DdeServerCallback()
****************************************************************************/
HDDEDATA EXPENTRY EXPORT DdeServerCallBack(WORD wType, WORD wFmt, HCONV hConv,
HSZ hsz1, HSZ hsz2, HDDEDATA hData,
DWORD dwData1, DWORD dwData2)
{
return ::pMainWnd->DdeSrvCallBack(wType, wFmt, hConv, hsz1, hsz2, hData,
dwData1, dwData2);
}
HDDEDATA CMainWindow::DdeSrvCallBack(
WORD wType, // transaction type
WORD wFmt, // clipboard format
HCONV hConv, // handle to conversation
HSZ hsz1, // string handles
HSZ hsz2,
HDDEDATA hData, // handle to a global memory object
DWORD dwData1, // transaction-specific data
DWORD dwData2)
{
switch(wType)
{
case XTYP_ADVREQ: // server called PostAdvise
if (hsz2 == hszStatus) // if status update
{
return GetGameStatus(hConv);
}
else if (hsz2 == hszGameNumber)
{
int num = GetGameNumber();
return dde->CreateDataHandle(&num, sizeof(num), hszGameNumber);
}
else if (hsz2 == hszPass) // update pass selections all players
{
PASS12 pass12;
GetPass12(pass12);
return dde->CreateDataHandle(&pass12, sizeof(pass12), hszPass);
}
else if (hsz2 == hszMove)
{
return dde->CreateDataHandle(&::move, sizeof(::move), hszMove);
}
else
return (HDDEDATA) NULL;
case XTYP_ADVSTART: // client requested advise loop
if (hsz2 == hszGameNumber)
{
if (CountClients() == 3)
PostMessage(WM_COMMAND, IDM_NEWGAME);
}
return (HDDEDATA) TRUE;
case XTYP_ADVSTOP:
return (HDDEDATA) NULL;
case XTYP_CONNECT: // return TRUE to accept connection
return (HDDEDATA) TRUE;
case XTYP_CONNECT_CONFIRM:
return (HDDEDATA) NULL;
case XTYP_DISCONNECT:
{
int id;
if (IsCurrentPlayer(hConv, &id))
PlayerQuit(id);
}
return (HDDEDATA) NULL;
case XTYP_ERROR:
return (HDDEDATA) NULL;
case XTYP_EXECUTE:
return (HDDEDATA) NULL;
case XTYP_POKE:
if (hsz2 == hszJoin)
{
// add new player and inform others of new arrival
if (CountClients() < 3)
{
AddNewPlayer(hConv, hData);
ddeServer->PostAdvise(hszStatus);
return (HDDEDATA) DDE_FACK;
}
else
return (HDDEDATA) DDE_FBUSY;
}
else if (hsz2 == hszPass)
{
// client notifies server of 3 cards to pass
ReceivePassFromClient(hData);
HandlePassing();
return (HDDEDATA) DDE_FACK;
}
else if (hsz2 == hszMove)
{
// client informs server of card played
ddeServer->GetData(hData, (PBYTE)&::move, sizeof(::move));
ddeServer->PostAdvise(hszMove);
ReceiveMove(::move);
return (HDDEDATA) DDE_FACK;
}
else if (hsz2 == hszPassUpdate)
{
// Client just shuffled and wants to know who has passed so far.
// Be sure we're not still looking at score.
int mode = GetPlayerMode(0);
if (mode == SELECTING || mode == DONE_SELECTING)
ddeServer->PostAdvise(hszPass);
}
else
return (HDDEDATA) DDE_FNOTPROCESSED;
case XTYP_REGISTER:
return (HDDEDATA) NULL;
case XTYP_REQUEST:
// when client first joins game, he asks for update on names
// of other players already in the game
if (hsz2 == hszStatus)
return GetGameStatus(hConv);
else
return (HDDEDATA) NULL;
case XTYP_UNREGISTER:
return (HDDEDATA) NULL;
case XTYP_WILDCONNECT:
return (HDDEDATA) NULL;
default:
return (HDDEDATA) NULL;
}
}
/****************************************************************************
DdeClientCallback()
****************************************************************************/
HDDEDATA EXPENTRY EXPORT DdeClientCallBack(WORD wType, WORD wFmt, HCONV hConv,
HSZ hsz1, HSZ hsz2, HDDEDATA hData,
DWORD dwData1, DWORD dwData2)
{
return ::pMainWnd->DdeCliCallBack(wType, wFmt, hConv, hsz1, hsz2, hData,
dwData1, dwData2);
}
HDDEDATA CMainWindow::DdeCliCallBack(
WORD wType, // transaction type
WORD wFmt, // clipboard format
HCONV hConv, // handle to conversation
HSZ hsz1, // string handles
HSZ hsz2,
HDDEDATA hData, // handle to a global memory object
DWORD dwData1, // transaction-specific data
DWORD dwData2)
{
switch(wType)
{
case XTYP_ADVDATA:
// advdata is sent whenever the server posts an advise
// on topics client has set up an advise loop on
if (hsz2 == hszStatus)
{
// someone new joined, and here's the names
GAMESTATUS gs;
ddeClient->GetData(hData, (PBYTE)&gs, sizeof(gs));
UpdateStatusNames(gs);
return (HDDEDATA) DDE_FACK;
}
else if (hsz2 == hszGameNumber)
{
// OnNewGame called, here's the game number
int num;
ddeClient->GetData(hData, (PBYTE)&num, sizeof(num));
// Future versions of Hearts can use a negative number
// in the gamenumber field to indicate a version.
if (num < 0)
FatalError(IDS_VERSION);
SetGameNumber(num);
OnNewGame();
return (HDDEDATA) DDE_FACK;
}
else if (hsz2 == hszPass)
{
// someone has passed, here's the update on everyone
PASS12 pass12;
ddeClient->GetData(hData, (PBYTE)&pass12, sizeof(pass12));
UpdatePassStatus(pass12);
HandlePassing();
return (HDDEDATA) DDE_FACK;
}
else if (hsz2 == hszMove)
{
// someone has moved
MOVE moveLocal;
ddeClient->GetData(hData, (PBYTE)&moveLocal, sizeof(moveLocal));
ReceiveMove(moveLocal);
return (HDDEDATA) DDE_FACK;
}
else
return (HDDEDATA) NULL;
case XTYP_DISCONNECT:
FatalError(IDS_DISCONNECT);
return (HDDEDATA) NULL;
case XTYP_ERROR:
return (HDDEDATA) NULL;
case XTYP_UNREGISTER:
return (HDDEDATA) NULL;
case XTYP_XACT_COMPLETE:
return (HDDEDATA) NULL;
default:
return (HDDEDATA) NULL;
}
}
/****************************************************************************
****************************************************************************/
// Server helper functions
/****************************************************************************
CMainWindow::AddNewPlayer()
After the server gets a valid request from a new player to join the game,
this function is called to create the new player object.
****************************************************************************/
int CMainWindow::AddNewPlayer(HCONV hConv, HDDEDATA hData)
{
int id; // only gamemeister calls this, so pos == id
if (!p[2]) // new players get added in order 2, 1, 3
id = 2;
else if (!p[1])
id = 1;
else
id = 3;
p[id] = new remote_human(id, id, hConv);
if (p[id] == NULL)
{
FatalError(IDS_MEMORY);
return id;
}
CClientDC dc(this);
#ifdef USE_MIRRORING
SetLayout(dc.m_hDC, 0);
SetLayout(dc.m_hAttribDC, 0);
#endif
CString name = ddeServer->GetDataString(hData);
p[id]->SetName(name, dc);
p[id]->DisplayName(dc);
return id;
}
/****************************************************************************
CMainWindow::GetPass12()
This function gets called in response to the server calling PostAdvise(hszPass).
That happens when the gamemeister passes cards, when the gamemeister learns
that another player has passed cards, or when a client request an update
via Poke(hszPassUpdate).
****************************************************************************/
void CMainWindow::GetPass12(PASS12& pass12)
{
pass12.passdir = passdir;
for (int pos = 0; pos < MAXPLAYER; pos++)
p[Pos2Id(pos)]->ReturnSelectedCards(pass12.cardid[pos]);
}
/****************************************************************************
CMainWindow::ReceivePassFromClient()
Called in reponse to a client poking hszPass info.
****************************************************************************/
void CMainWindow::ReceivePassFromClient(HDDEDATA hData)
{
PASS3 pass3;
ddeServer->GetData(hData, (PBYTE)&pass3, sizeof(pass3));
// queue up pass info if gamemeister is still looking at score
if (p[0]->GetMode() == SCORING)
{
::passq[::cQdPasses++] = pass3;
return;
}
else if (::cQdMoves > 0)
{
for (int i = 0; i < ::cQdPasses; i++)
HandlePass(::passq[i]);
::cQdPasses = 0;
}
HandlePass(pass3);
}
/****************************************************************************
CMainWindow::HandlePass()
Called from ReceivePassFromClient() and also DispatchCards() in case any
passes were queued up when the gamemeister was looking at the score.
****************************************************************************/
void CMainWindow::HandlePass(PASS3& pass3)
{
CClientDC dc(this);
#ifdef USE_MIRRORING
SetLayout(dc.m_hDC, 0);
SetLayout(dc.m_hAttribDC, 0);
#endif
int pos = pass3.id; // only gamemeister queues moves
for (int i = 0; i < 3; i++)
{
SLOT s = p[pos]->GetSlot(pass3.cardid[i]);
p[pos]->Select(s, TRUE);
}
p[pos]->SetMode(DONE_SELECTING);
p[pos]->MarkSelectedCards(dc);
ddeServer->PostAdvise(hszPass);
}
/****************************************************************************
CMainWindow::IsCurrentPlayer()
The gamemeister uses this function to determine if an XTYP_DISCONNECT
message comes from a currently active player, or whether it can just
be ignored.
****************************************************************************/
BOOL CMainWindow::IsCurrentPlayer(HCONV hConv, int *id)
{
BOOL bResult = FALSE;
for (int i = 1; i < MAXPLAYER; i++)
if (p[i])
if (hConv == p[i]->GetConv())
{
bResult = TRUE;
*id = i;
}
return bResult;
}
/****************************************************************************
CMainWindow::GetGameStatus()
Returns a dde handle with current active players' names and ids.
****************************************************************************/
HDDEDATA CMainWindow::GetGameStatus(HCONV hConv)
{
GAMESTATUS gs;
gs.id = -1; // error value if not reset
for (int i = 0; i < MAXPLAYER; i++)
{
if (p[i])
{
lstrcpy(gs.name[i], p[i]->GetName());
if (p[i]->GetConv() == hConv)
{
gs.id = i;
}
}
else
gs.name[i][0] = '\0';
}
return dde->CreateDataHandle(&gs, sizeof(gs), hszStatus);
}
/****************************************************************************
CMainWindow::UpdatePassStatus()
Fills a PASS12 structure with current pass information.
****************************************************************************/
void CMainWindow::UpdatePassStatus(PASS12& pass12)
{
CClientDC dc(this);
#ifdef USE_MIRRORING
SetLayout(dc.m_hDC, 0);
SetLayout(dc.m_hAttribDC, 0);
#endif
for (int id = 0; id < MAXPLAYER; id++)
{
if (pass12.cardid[id][0] != EMPTY)
{
int pos = Id2Pos(id);
if (pos != 0) // if it's not me
{
if (p[pos]->GetMode() == SELECTING)
{
for (int i = 0; i < 3; i++)
{
SLOT slot = p[pos]->GetSlot(pass12.cardid[id][i]);
p[pos]->Select(slot, TRUE);
}
p[pos]->MarkSelectedCards(dc);
p[pos]->SetMode(DONE_SELECTING);
}
}
}
}
}
/****************************************************************************
CMainWindow::PlayerQuit()
The gamemeister has been notified that a currently active player has
disconnected.
****************************************************************************/
void CMainWindow::PlayerQuit(int id)
{
// If hearts is running only because it has been autostarted, and
// the autostarted leaves, you might as well shut down. Note that
// bAutostarted is set to FALSE as soon as the dealer actually
// starts a game.
if (bAutostarted && (id == 2))
PostMessage(WM_CLOSE);
p[id]->Quit(); // mark this player as quitting
modetype mode = p[id]->GetMode();
// change name to [name]
CString name = p[id]->GetName();
CString newname = "[" + name + "]";
CClientDC dc(this);
#ifdef USE_MIRRORING
SetLayout(dc.m_hDC, 0);
SetLayout(dc.m_hAttribDC, 0);
#endif
p[id]->SetName(newname, dc);
p[id]->DisplayName(dc);
if (mode == SELECTING)
{
p[id]->SelectCardsToPass();
ddeServer->PostAdvise(hszPass); // let others put up white dots
BOOL bReady = TRUE; // time to ungray pass button?
for (int i = 1; i < MAXPLAYER; i++)
if (p[i]->GetMode() != DONE_SELECTING)
bReady = FALSE;
if (bReady)
HandlePassing();
}
else if (mode == PLAYING)
{
p[id]->SelectCardToPlay(handinfo, bCheating);
}
ddeServer->PostAdvise(hszStatus); // let others know quitter is [quitter]
}
/****************************************************************************
****************************************************************************/
// Helper functions used by both server and client
/****************************************************************************
CMainWindow::ReceiveMove()
Move data has been received. Determine if the move can be handled now
or if it must be queued.
****************************************************************************/
void CMainWindow::ReceiveMove(MOVE& move)
{
if (move.playerid == m_myid) // don't have to handle my own moves
return;
int mode = p[0]->GetMode();
if (mode == ACCEPTING || mode == SCORING || bTimerOn)
{
::moveq[::cQdMoves++] = move;
return;
}
else if (::cQdMoves > 0)
{
for (int i = 0; i < ::cQdMoves; i++)
HandleMove(::moveq[i]);
::cQdMoves = 0;
}
HandleMove(move);
}
/****************************************************************************
CMainWindow::Handle Move()
This is called either from ReceiveMove() or from some other function that
has temporarily suspended move processing and is now clearing out its
move queue.
****************************************************************************/
void CMainWindow::HandleMove(MOVE& move)
{
int pos = Id2Pos(move.playerid);
SLOT s = p[pos]->GetSlot(move.cardid);
ASSERT(s >= 0);
ASSERT(s < MAXSLOT);
ASSERT(p[pos]->Card(s)->IsValid());
p[pos]->SetMode(WAITING);
p[pos]->MarkCardPlayed(s);
handinfo.cardplayed[move.playerid] = p[pos]->Card(s);
OnRef();
}