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547 lines
14 KiB
547 lines
14 KiB
/****************************************************************************
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Game2.c
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June 91, JimH initial code
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Oct 91, JimH port to Win32
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Routines for playing the game are here and in game.c
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****************************************************************************/
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#include "freecell.h"
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#include "freecons.h"
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#include <assert.h>
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#include <ctype.h> // for isdigit()
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static HCURSOR hFlipCursor;
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/******************************************************************************
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MaxTransfer
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This function and the recursive MaxTransfer2 determine the maximum
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number of cards that could be transfered given the current number
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of free cells and empty columns.
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******************************************************************************/
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UINT MaxTransfer()
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{
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UINT freecells = 0;
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UINT freecols = 0;
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UINT col, pos;
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for (pos = 0; pos < 4; pos++) // count free cells
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if (card[TOPROW][pos] == EMPTY)
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freecells++;
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for (col = 1; col <= 8; col++) // count empty columns
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if (card[col][0] == EMPTY)
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freecols++;
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return MaxTransfer2(freecells, freecols);
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}
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UINT MaxTransfer2(UINT freecells, UINT freecols)
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{
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if (freecols == 0)
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return(freecells + 1);
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return(freecells + 1 + MaxTransfer2(freecells, freecols-1));
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}
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/******************************************************************************
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NumberToTransfer
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Given a from column and a to column, this function returns the number of
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cards required to do the transfer, or 0 if there is no legal move.
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If the transfer is from a column to an empty column, this function returns
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the maximum number of cards that could transfer.
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******************************************************************************/
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UINT NumberToTransfer(UINT fcol, UINT tcol)
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{
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UINT fpos, tpos;
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CARD tcard; // card to transfer onto
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UINT number = 0; // the returned result
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assert(fcol > 0 && fcol < 9);
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assert(tcol > 0 && tcol < 9);
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assert(card[fcol][0] != EMPTY);
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if (fcol == tcol)
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return 1; // cancellation takes one move
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fpos = FindLastPos(fcol);
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if (card[tcol][0] == EMPTY) // if transfer to empty column
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{
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while (fpos > 0)
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{
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if (!FitsUnder(card[fcol][fpos], card[fcol][fpos-1]))
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break;
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fpos--;
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number++;
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}
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return (number+1);
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}
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else
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{
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tpos = FindLastPos(tcol);
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tcard = card[tcol][tpos];
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for (;;)
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{
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number++;
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if (FitsUnder(card[fcol][fpos], tcard))
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return number;
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if (fpos == 0)
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return 0;
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if (!FitsUnder(card[fcol][fpos], card[fcol][fpos-1]))
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return 0;
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fpos--;
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}
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}
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}
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/******************************************************************************
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FitsUnder
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returns TRUE if fcard fits under tcard
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******************************************************************************/
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BOOL FitsUnder(CARD fcard, CARD tcard)
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{
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if ((VALUE(tcard) - VALUE(fcard)) != 1)
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return FALSE;
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if (COLOUR(fcard) == COLOUR(tcard))
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return FALSE;
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return TRUE;
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}
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/******************************************************************************
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IsGameLost
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If there are legal moves remaining, the game is not lost and this function
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returns without doing anything.
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Otherwise, it pops up the YouLose dialog box.
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******************************************************************************/
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VOID IsGameLost(HWND hWnd)
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{
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UINT col, pos;
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UINT fcol, tcol;
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CARD lastcard[MAXCOL]; // array of cards at bottoms of columns
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CARD c;
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UINT cMoves = 0; // count of legal moves remaining
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if (bCheating == CHEAT_LOSE)
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goto cheatloselabel;
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for (pos = 0; pos < 4; pos++) // any free cells?
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if (card[TOPROW][pos] == EMPTY)
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return;
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for (col = 1; col < MAXCOL; col++) // any free columns?
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if (card[col][0] == EMPTY)
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return;
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/* Do the bottom cards of any column fit in the home cells? */
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for (col = 1; col < MAXCOL; col++)
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{
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lastcard[col] = card[col][FindLastPos(col)];
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c = lastcard[col];
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if (VALUE(c) == ACE)
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cMoves++;
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if (home[SUIT(c)] == (VALUE(c) - 1)) // fits in home cell?
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cMoves++;
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}
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/* Do any of the cards in the free cells fit in the home cells? */
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for (pos = 0; pos < 4; pos++)
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{
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c = card[TOPROW][pos];
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if (home[SUIT(c)] == (VALUE(c) - 1))
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cMoves++;
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}
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/* Do any of the cards in the free cells fit under a column? */
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for (pos = 0; pos < 4; pos++)
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for (col = 1; col < MAXCOL; col++)
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if (FitsUnder(card[TOPROW][pos], lastcard[col]))
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cMoves++;
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/* Do any of the bottom cards fit under any other bottom card? */
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for (fcol = 1; fcol < MAXCOL; fcol++)
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for (tcol = 1; tcol < MAXCOL; tcol++)
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if (tcol != fcol)
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if (FitsUnder(lastcard[fcol], lastcard[tcol]))
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cMoves++;
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if (cMoves > 0)
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{
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if (cMoves == 1) // one move left
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{
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cFlashes = 4; // flash this many times
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if (idTimer != 0)
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KillTimer(hWnd, FLASH_TIMER);
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idTimer = SetTimer(hWnd, FLASH_TIMER, FLASH_INTERVAL, NULL);
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}
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return;
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}
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/* We've tried everything. There are no more legal moves. */
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cheatloselabel:
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cUndo = 0;
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EnableMenuItem(GetMenu(hWnd), IDM_UNDO, MF_GRAYED);
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DialogBox(hInst, TEXT("YouLose"), hWnd, YouLoseDlg);
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gamenumber = 0; // cancel mouse activity
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bCheating = FALSE;
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}
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/****************************************************************************
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FindLastPos
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returns position of last card in column, or EMPTY if column is empty.
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****************************************************************************/
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UINT FindLastPos(UINT col)
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{
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UINT pos = 0;
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if (col > 9)
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return EMPTY;
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while (card[col][pos] != EMPTY)
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pos++;
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pos--;
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return pos;
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}
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/******************************************************************************
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UpdateLossCount
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If game is lost, update statistics.
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******************************************************************************/
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VOID UpdateLossCount()
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{
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int cLifetimeLosses; // includes .ini stats
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int wStreak, wSType; // streak length and type
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int wLosses; // record loss streak
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LONG lRegResult; // used to store return code from registry call
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// repeats and negative (unwinnable) games don't count
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if ((gamenumber > 0) && (gamenumber != oldgamenumber))
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{
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lRegResult = REGOPEN
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if (ERROR_SUCCESS == lRegResult)
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{
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cLifetimeLosses = GetInt(pszLost, 0);
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cLifetimeLosses++;
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cLosses++;
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cGames++;
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SetInt(pszLost, cLifetimeLosses);
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wSType = GetInt(pszSType, WON);
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if (wSType == WON)
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{
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SetInt(pszSType, LOST);
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wStreak = 1;
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SetInt(pszStreak, wStreak);
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}
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else
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{
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wStreak = GetInt(pszStreak, 0);
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wStreak++;
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SetInt(pszStreak, wStreak);
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}
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wLosses = GetInt(pszLosses, 0);
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if (wLosses < wStreak) // if new record
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{
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wLosses = wStreak;
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SetInt(pszLosses, wLosses);
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}
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REGCLOSE
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}
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}
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oldgamenumber = gamenumber;
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}
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/******************************************************************************
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KeyboardInput
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Handles keyboard input from the main message loop. Only digits are considered.
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This function works by simulating mouse clicks for each digit pressed.
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Note that when you have selected a card in a free cell, but you want to
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select another card, you press '0' again. This function sends (not posts,
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sends so that bMessages can be turned off) a mouse click to deselect that
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card, and then looks if there is another card in free cells to the right,
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and if so, selects it.
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******************************************************************************/
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VOID KeyboardInput(HWND hWnd, UINT keycode)
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{
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UINT x, y;
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UINT col = TOPROW;
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UINT pos = 0;
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BOOL bSave; // save status of bMessages;
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CARD c;
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if (!isdigit(keycode))
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return;
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switch (keycode) {
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case '0': // free cell
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if (wMouseMode == FROM) // select a card to transfer
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{
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for (pos = 0; pos < 4; pos++)
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if (card[TOPROW][pos] != EMPTY)
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break;
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if (pos == 4) // no card to select
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return;
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}
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else // transfer TO free cell
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{
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if (wFromCol == TOPROW) // pick new free cell
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{
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/* Turn off messages so deselection moves don't complain
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if there is only one move left. */
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bSave = bMessages;
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bMessages = FALSE;
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/* deselect current selection */
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Card2Point(TOPROW, wFromPos, &x, &y);
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SendMessage(hWnd, WM_LBUTTONDOWN, 0,
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MAKELONG((WORD)x, (WORD)y));
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/* find next non-empty free cell */
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for (pos = wFromPos+1; pos < 4; pos++)
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{
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if (card[TOPROW][pos] != EMPTY)
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break;
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}
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bMessages = bSave;
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if (pos == 4) // none found, so leave deselected
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return;
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}
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else // transfer from a column, not TOPROW
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{
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for (pos = 0; pos < 4; pos++)
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if (card[TOPROW][pos] == EMPTY)
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break;
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if (pos == 4) // no empty freecells
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pos = 0; // force an error message
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}
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}
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break;
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case '9': // home cell
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if (wMouseMode == FROM) // can't move from home cell
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return;
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c = card[wFromCol][wFromPos];
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pos = homesuit[SUIT(c)];
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if (pos == EMPTY) // no home suit so can't do anything
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pos = 4; // force error
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break;
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default: // columns 1 to 8
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col = keycode - '0';
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break;
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}
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if (col == wFromCol && wMouseMode == TO && col > 0 && col < 9 &&
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card[col][1] != EMPTY)
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{
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bFlipping = (BOOL) SetTimer(hWnd, FLIP_TIMER, FLIP_INTERVAL, NULL);
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}
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if (bFlipping)
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{
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hFlipCursor = SetCursor(LoadCursor(NULL, IDC_WAIT));
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ShowCursor(TRUE);
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Flip(hWnd); // do first card manually
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}
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else
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{
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Card2Point(col, pos, &x, &y);
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PostMessage(hWnd, WM_LBUTTONDOWN, 0,
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MAKELONG((WORD)x, (WORD)y));
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}
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}
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/******************************************************************************
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Flash
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This function is called by the FLASH_TIMER to flash main window.
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******************************************************************************/
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VOID Flash(HWND hWnd)
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{
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FlashWindow(hWnd, TRUE);
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cFlashes--;
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if (cFlashes <= 0)
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{
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FlashWindow(hWnd, FALSE);
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KillTimer(hWnd, FLASH_TIMER);
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idTimer = 0;
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}
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}
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/******************************************************************************
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Flip
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This function is called by the FLIP_TIMER to flip cards through in one
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column. It is used for keyboard players who want to reveal hidden cards.
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******************************************************************************/
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VOID Flip(HWND hWnd)
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{
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HDC hDC;
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UINT x, y;
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static UINT pos = 0;
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hDC = GetDC(hWnd);
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DrawCard(hDC, wFromCol, pos, card[wFromCol][pos], FACEUP);
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pos++;
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if (card[wFromCol][pos] == EMPTY)
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{
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pos = 0;
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KillTimer(hWnd, FLIP_TIMER);
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bFlipping = FALSE;
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ShowCursor(FALSE);
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SetCursor(hFlipCursor);
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/* cancel move */
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Card2Point(wFromCol, pos, &x, &y);
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PostMessage(hWnd, WM_LBUTTONDOWN, 0,
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MAKELONG((WORD)x, (WORD)y));
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}
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ReleaseDC(hWnd, hDC);
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}
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/******************************************************************************
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Undo
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Undo last move
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******************************************************************************/
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VOID Undo(HWND hWnd)
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{
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int i;
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if (cUndo == 0)
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return;
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SetCursor(LoadCursor(NULL, IDC_WAIT)); // set cursor to hourglass
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SetCapture(hWnd);
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ShowCursor(TRUE);
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for (i = cUndo-1; i >= 0; i--)
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{
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CARD c;
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int fcol, fpos, tcol, tpos;
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fcol = movelist[i].tcol;
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fpos = movelist[i].tpos;
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tcol = movelist[i].fcol;
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tpos = movelist[i].fpos;
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if (fcol != TOPROW && fcol == tcol) // no move so exit
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break;
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if (fcol != TOPROW)
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fpos = FindLastPos(fcol);
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if (tcol != TOPROW)
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tpos = FindLastPos(tcol) + 1;
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Glide(hWnd, fcol, fpos, tcol, tpos); // send the card on its way
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c = card[fcol][fpos];
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if (fcol == TOPROW && fpos > 3) // if from home cell
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{
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wCardCount++;
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DisplayCardCount(hWnd); // update display
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home[SUIT(c)]--;
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if (VALUE(c) == ACE)
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{
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card[fcol][fpos] = EMPTY;
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homesuit[SUIT(c)] = EMPTY;
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}
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else
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{
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card[fcol][fpos] -= 4;
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}
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}
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else
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card[fcol][fpos] = EMPTY;
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card[tcol][tpos] = c;
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}
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cUndo = 0;
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EnableMenuItem(GetMenu(hWnd), IDM_UNDO, MF_GRAYED);
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ShowCursor(FALSE);
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SetCursor(LoadCursor(NULL, IDC_ARROW));
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ReleaseCapture();
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}
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