Source code of Windows XP (NT5)
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/****************************************************************************
Game2.c
June 91, JimH initial code
Oct 91, JimH port to Win32
Routines for playing the game are here and in game.c
****************************************************************************/
#include "freecell.h"
#include "freecons.h"
#include <assert.h>
#include <ctype.h> // for isdigit()
static HCURSOR hFlipCursor;
/******************************************************************************
MaxTransfer
This function and the recursive MaxTransfer2 determine the maximum
number of cards that could be transfered given the current number
of free cells and empty columns.
******************************************************************************/
UINT MaxTransfer()
{
UINT freecells = 0;
UINT freecols = 0;
UINT col, pos;
for (pos = 0; pos < 4; pos++) // count free cells
if (card[TOPROW][pos] == EMPTY)
freecells++;
for (col = 1; col <= 8; col++) // count empty columns
if (card[col][0] == EMPTY)
freecols++;
return MaxTransfer2(freecells, freecols);
}
UINT MaxTransfer2(UINT freecells, UINT freecols)
{
if (freecols == 0)
return(freecells + 1);
return(freecells + 1 + MaxTransfer2(freecells, freecols-1));
}
/******************************************************************************
NumberToTransfer
Given a from column and a to column, this function returns the number of
cards required to do the transfer, or 0 if there is no legal move.
If the transfer is from a column to an empty column, this function returns
the maximum number of cards that could transfer.
******************************************************************************/
UINT NumberToTransfer(UINT fcol, UINT tcol)
{
UINT fpos, tpos;
CARD tcard; // card to transfer onto
UINT number = 0; // the returned result
assert(fcol > 0 && fcol < 9);
assert(tcol > 0 && tcol < 9);
assert(card[fcol][0] != EMPTY);
if (fcol == tcol)
return 1; // cancellation takes one move
fpos = FindLastPos(fcol);
if (card[tcol][0] == EMPTY) // if transfer to empty column
{
while (fpos > 0)
{
if (!FitsUnder(card[fcol][fpos], card[fcol][fpos-1]))
break;
fpos--;
number++;
}
return (number+1);
}
else
{
tpos = FindLastPos(tcol);
tcard = card[tcol][tpos];
for (;;)
{
number++;
if (FitsUnder(card[fcol][fpos], tcard))
return number;
if (fpos == 0)
return 0;
if (!FitsUnder(card[fcol][fpos], card[fcol][fpos-1]))
return 0;
fpos--;
}
}
}
/******************************************************************************
FitsUnder
returns TRUE if fcard fits under tcard
******************************************************************************/
BOOL FitsUnder(CARD fcard, CARD tcard)
{
if ((VALUE(tcard) - VALUE(fcard)) != 1)
return FALSE;
if (COLOUR(fcard) == COLOUR(tcard))
return FALSE;
return TRUE;
}
/******************************************************************************
IsGameLost
If there are legal moves remaining, the game is not lost and this function
returns without doing anything.
Otherwise, it pops up the YouLose dialog box.
******************************************************************************/
VOID IsGameLost(HWND hWnd)
{
UINT col, pos;
UINT fcol, tcol;
CARD lastcard[MAXCOL]; // array of cards at bottoms of columns
CARD c;
UINT cMoves = 0; // count of legal moves remaining
if (bCheating == CHEAT_LOSE)
goto cheatloselabel;
for (pos = 0; pos < 4; pos++) // any free cells?
if (card[TOPROW][pos] == EMPTY)
return;
for (col = 1; col < MAXCOL; col++) // any free columns?
if (card[col][0] == EMPTY)
return;
/* Do the bottom cards of any column fit in the home cells? */
for (col = 1; col < MAXCOL; col++)
{
lastcard[col] = card[col][FindLastPos(col)];
c = lastcard[col];
if (VALUE(c) == ACE)
cMoves++;
if (home[SUIT(c)] == (VALUE(c) - 1)) // fits in home cell?
cMoves++;
}
/* Do any of the cards in the free cells fit in the home cells? */
for (pos = 0; pos < 4; pos++)
{
c = card[TOPROW][pos];
if (home[SUIT(c)] == (VALUE(c) - 1))
cMoves++;
}
/* Do any of the cards in the free cells fit under a column? */
for (pos = 0; pos < 4; pos++)
for (col = 1; col < MAXCOL; col++)
if (FitsUnder(card[TOPROW][pos], lastcard[col]))
cMoves++;
/* Do any of the bottom cards fit under any other bottom card? */
for (fcol = 1; fcol < MAXCOL; fcol++)
for (tcol = 1; tcol < MAXCOL; tcol++)
if (tcol != fcol)
if (FitsUnder(lastcard[fcol], lastcard[tcol]))
cMoves++;
if (cMoves > 0)
{
if (cMoves == 1) // one move left
{
cFlashes = 4; // flash this many times
if (idTimer != 0)
KillTimer(hWnd, FLASH_TIMER);
idTimer = SetTimer(hWnd, FLASH_TIMER, FLASH_INTERVAL, NULL);
}
return;
}
/* We've tried everything. There are no more legal moves. */
cheatloselabel:
cUndo = 0;
EnableMenuItem(GetMenu(hWnd), IDM_UNDO, MF_GRAYED);
DialogBox(hInst, TEXT("YouLose"), hWnd, YouLoseDlg);
gamenumber = 0; // cancel mouse activity
bCheating = FALSE;
}
/****************************************************************************
FindLastPos
returns position of last card in column, or EMPTY if column is empty.
****************************************************************************/
UINT FindLastPos(UINT col)
{
UINT pos = 0;
if (col > 9)
return EMPTY;
while (card[col][pos] != EMPTY)
pos++;
pos--;
return pos;
}
/******************************************************************************
UpdateLossCount
If game is lost, update statistics.
******************************************************************************/
VOID UpdateLossCount()
{
int cLifetimeLosses; // includes .ini stats
int wStreak, wSType; // streak length and type
int wLosses; // record loss streak
LONG lRegResult; // used to store return code from registry call
// repeats and negative (unwinnable) games don't count
if ((gamenumber > 0) && (gamenumber != oldgamenumber))
{
lRegResult = REGOPEN
if (ERROR_SUCCESS == lRegResult)
{
cLifetimeLosses = GetInt(pszLost, 0);
cLifetimeLosses++;
cLosses++;
cGames++;
SetInt(pszLost, cLifetimeLosses);
wSType = GetInt(pszSType, WON);
if (wSType == WON)
{
SetInt(pszSType, LOST);
wStreak = 1;
SetInt(pszStreak, wStreak);
}
else
{
wStreak = GetInt(pszStreak, 0);
wStreak++;
SetInt(pszStreak, wStreak);
}
wLosses = GetInt(pszLosses, 0);
if (wLosses < wStreak) // if new record
{
wLosses = wStreak;
SetInt(pszLosses, wLosses);
}
REGCLOSE
}
}
oldgamenumber = gamenumber;
}
/******************************************************************************
KeyboardInput
Handles keyboard input from the main message loop. Only digits are considered.
This function works by simulating mouse clicks for each digit pressed.
Note that when you have selected a card in a free cell, but you want to
select another card, you press '0' again. This function sends (not posts,
sends so that bMessages can be turned off) a mouse click to deselect that
card, and then looks if there is another card in free cells to the right,
and if so, selects it.
******************************************************************************/
VOID KeyboardInput(HWND hWnd, UINT keycode)
{
UINT x, y;
UINT col = TOPROW;
UINT pos = 0;
BOOL bSave; // save status of bMessages;
CARD c;
if (!isdigit(keycode))
return;
switch (keycode) {
case '0': // free cell
if (wMouseMode == FROM) // select a card to transfer
{
for (pos = 0; pos < 4; pos++)
if (card[TOPROW][pos] != EMPTY)
break;
if (pos == 4) // no card to select
return;
}
else // transfer TO free cell
{
if (wFromCol == TOPROW) // pick new free cell
{
/* Turn off messages so deselection moves don't complain
if there is only one move left. */
bSave = bMessages;
bMessages = FALSE;
/* deselect current selection */
Card2Point(TOPROW, wFromPos, &x, &y);
SendMessage(hWnd, WM_LBUTTONDOWN, 0,
MAKELONG((WORD)x, (WORD)y));
/* find next non-empty free cell */
for (pos = wFromPos+1; pos < 4; pos++)
{
if (card[TOPROW][pos] != EMPTY)
break;
}
bMessages = bSave;
if (pos == 4) // none found, so leave deselected
return;
}
else // transfer from a column, not TOPROW
{
for (pos = 0; pos < 4; pos++)
if (card[TOPROW][pos] == EMPTY)
break;
if (pos == 4) // no empty freecells
pos = 0; // force an error message
}
}
break;
case '9': // home cell
if (wMouseMode == FROM) // can't move from home cell
return;
c = card[wFromCol][wFromPos];
pos = homesuit[SUIT(c)];
if (pos == EMPTY) // no home suit so can't do anything
pos = 4; // force error
break;
default: // columns 1 to 8
col = keycode - '0';
break;
}
if (col == wFromCol && wMouseMode == TO && col > 0 && col < 9 &&
card[col][1] != EMPTY)
{
bFlipping = (BOOL) SetTimer(hWnd, FLIP_TIMER, FLIP_INTERVAL, NULL);
}
if (bFlipping)
{
hFlipCursor = SetCursor(LoadCursor(NULL, IDC_WAIT));
ShowCursor(TRUE);
Flip(hWnd); // do first card manually
}
else
{
Card2Point(col, pos, &x, &y);
PostMessage(hWnd, WM_LBUTTONDOWN, 0,
MAKELONG((WORD)x, (WORD)y));
}
}
/******************************************************************************
Flash
This function is called by the FLASH_TIMER to flash main window.
******************************************************************************/
VOID Flash(HWND hWnd)
{
FlashWindow(hWnd, TRUE);
cFlashes--;
if (cFlashes <= 0)
{
FlashWindow(hWnd, FALSE);
KillTimer(hWnd, FLASH_TIMER);
idTimer = 0;
}
}
/******************************************************************************
Flip
This function is called by the FLIP_TIMER to flip cards through in one
column. It is used for keyboard players who want to reveal hidden cards.
******************************************************************************/
VOID Flip(HWND hWnd)
{
HDC hDC;
UINT x, y;
static UINT pos = 0;
hDC = GetDC(hWnd);
DrawCard(hDC, wFromCol, pos, card[wFromCol][pos], FACEUP);
pos++;
if (card[wFromCol][pos] == EMPTY)
{
pos = 0;
KillTimer(hWnd, FLIP_TIMER);
bFlipping = FALSE;
ShowCursor(FALSE);
SetCursor(hFlipCursor);
/* cancel move */
Card2Point(wFromCol, pos, &x, &y);
PostMessage(hWnd, WM_LBUTTONDOWN, 0,
MAKELONG((WORD)x, (WORD)y));
}
ReleaseDC(hWnd, hDC);
}
/******************************************************************************
Undo
Undo last move
******************************************************************************/
VOID Undo(HWND hWnd)
{
int i;
if (cUndo == 0)
return;
SetCursor(LoadCursor(NULL, IDC_WAIT)); // set cursor to hourglass
SetCapture(hWnd);
ShowCursor(TRUE);
for (i = cUndo-1; i >= 0; i--)
{
CARD c;
int fcol, fpos, tcol, tpos;
fcol = movelist[i].tcol;
fpos = movelist[i].tpos;
tcol = movelist[i].fcol;
tpos = movelist[i].fpos;
if (fcol != TOPROW && fcol == tcol) // no move so exit
break;
if (fcol != TOPROW)
fpos = FindLastPos(fcol);
if (tcol != TOPROW)
tpos = FindLastPos(tcol) + 1;
Glide(hWnd, fcol, fpos, tcol, tpos); // send the card on its way
c = card[fcol][fpos];
if (fcol == TOPROW && fpos > 3) // if from home cell
{
wCardCount++;
DisplayCardCount(hWnd); // update display
home[SUIT(c)]--;
if (VALUE(c) == ACE)
{
card[fcol][fpos] = EMPTY;
homesuit[SUIT(c)] = EMPTY;
}
else
{
card[fcol][fpos] -= 4;
}
}
else
card[fcol][fpos] = EMPTY;
card[tcol][tpos] = c;
}
cUndo = 0;
EnableMenuItem(GetMenu(hWnd), IDM_UNDO, MF_GRAYED);
ShowCursor(FALSE);
SetCursor(LoadCursor(NULL, IDC_ARROW));
ReleaseCapture();
}