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303 lines
6.5 KiB
303 lines
6.5 KiB
/***************************************************************************/
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/** Microsoft Windows **/
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/** Copyright(c) Microsoft Corp., 1991, 1992 **/
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/***************************************************************************/
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/****************************************************************************
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computer.cpp
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keithmo
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****************************************************************************/
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#include "hearts.h"
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#include "main.h"
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#include "resource.h"
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//
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// Static members.
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//
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//
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// This array is used to prioritize the search for cards
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// to pass. This basically maps the irritating A-K ordering
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// used by CARDS.DLL into a more appropriate 2-A ordering.
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//
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int computer :: _VectorPriority[13] =
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{
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VECTOR_ACE,
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VECTOR_KING,
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VECTOR_QUEEN,
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VECTOR_JACK,
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VECTOR_10,
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VECTOR_9,
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VECTOR_8,
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VECTOR_7,
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VECTOR_6,
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VECTOR_5,
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VECTOR_4,
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VECTOR_3,
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VECTOR_2
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};
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//
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// This array is used to prioritize the card suits.
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//
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int computer :: _SuitPriority[4] =
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{
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INDEX_HEARTS,
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INDEX_SPADES,
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INDEX_DIAMONDS,
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INDEX_CLUBS
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};
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/****************************************************************************
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computer constructor
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****************************************************************************/
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computer :: computer(int n) : player(n, n)
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{
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CString newname;
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TCHAR buf[MAXNAMELENGTH+1];
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*buf = '\0';
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RegEntry Reg(szRegPath);
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Reg.GetString(regvalPName[n-1], buf, sizeof(buf));
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newname = buf;
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if (newname.IsEmpty())
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newname.LoadString(IDS_P1NAME + n - 1);
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CClientDC dc(::pMainWnd);
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SetName(newname, dc);
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} // computer :: computer
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/****************************************************************************
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Keith: Make sure you Select(TRUE) cards you select, and
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SetMode(DONE_SELECTING) before you return.
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****************************************************************************/
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void computer :: SelectCardsToPass()
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{
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//
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// This will hold the total number of cards that
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// have been passed.
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//
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int cPassed = 0;
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int i;
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int nSuit;
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//
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// First we must build our database.
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//
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ComputeVectors();
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//
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// Priority 1: Lose the Queen, King, and Ace of Spades.
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//
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PassCardsInVector( QuerySpadesVector() & QKA_CARDS,
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INDEX_SPADES,
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&cPassed );
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//
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// Priority 2: Lose the Jack, Queen, King, and Ace of Hearts.
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//
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PassCardsInVector( QueryHeartsVector() & JQKA_CARDS,
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INDEX_HEARTS,
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&cPassed );
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//
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// Priority 3: Pass any high cards not accompanied by two or
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// more low cards.
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//
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for( i = 0 ; ( i < 4 ) && ( cPassed < 3 ) ; i++ )
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{
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nSuit = _SuitPriority[i];
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if( nSuit == INDEX_SPADES )
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{
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continue;
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}
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if( CountBits( _CardVectors[nSuit] & LOW_CARDS ) < 2 )
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{
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PassCardsInVector( _CardVectors[nSuit] & HIGH_CARDS,
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nSuit,
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&cPassed );
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}
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}
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//
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// Priority 4: If we have the opportunity to "short suit" our
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// hand, do it.
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//
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for( i = 0 ; ( i < 4 ) && ( cPassed < 3 ) ; i++ )
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{
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nSuit = _SuitPriority[i];
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if( CountBits( _CardVectors[nSuit] ) <= ( 3 - cPassed ) )
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{
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PassCardsInVector( _CardVectors[nSuit],
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nSuit,
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&cPassed );
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}
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}
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//
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// Priority 5: Hell, I don't know. Just find some cards to pass.
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//
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for( i = 0 ; ( i < 4 ) && ( cPassed < 3 ) ; i++ )
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{
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nSuit = _SuitPriority[i];
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PassCardsInVector( _CardVectors[nSuit],
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nSuit,
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&cPassed );
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}
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SetMode( DONE_SELECTING );
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} // computer :: SelectCardsToPass
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/****************************************************************************
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ComputeVectors
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This method sets the _CardVectors[] array to reflect the current set
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of cards held by the computer.
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****************************************************************************/
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void computer :: ComputeVectors( void )
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{
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//
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// First, clear out the current vectors.
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//
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_CardVectors[0] = 0;
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_CardVectors[1] = 0;
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_CardVectors[2] = 0;
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_CardVectors[3] = 0;
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//
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// Now, scan the currently held cards, updating the vectors.
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//
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for( int i = 0 ; i < 13 ; i++ )
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{
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if( cd[i].IsInHand() )
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{
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AddCard( cd[i].ID() );
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}
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}
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} // computer :: ComputeVectors
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/****************************************************************************
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PassCardsInVector
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****************************************************************************/
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void computer :: PassCardsInVector( int nVector, int nSuit, int * pcPassed )
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{
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int tmpVector;
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//
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// Don't even try if the vector is already empty or we've already
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// passed three cards.
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//
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if( ( nVector == 0 ) || ( *pcPassed >= 3 ) )
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return;
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//
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// Scan the cards in our hand. Pass all of those whose suit
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// matches nSuit & are in nVector. Prioritize the search
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// via the _VectorPriority array.
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//
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for( int m = 0 ; ( m < 13 ) && ( *pcPassed < 3 ) ; m++ )
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{
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tmpVector = nVector & _VectorPriority[m];
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if( tmpVector == 0 )
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continue;
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for( int i = 0 ; i < 13 ; i++ )
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{
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if( cd[i].Suit() != nSuit )
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continue;
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if( ( tmpVector & CardToVector( cd[i].ID() ) ) == 0 )
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continue;
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//
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// We found a card. Mark it as selected.
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//
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cd[i].Select( TRUE );
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//
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// Remove the card from our local vector. Also
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// remove it from the card database and update the
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// number of passed cards.
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//
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nVector &= ~CardToVector( cd[i].ID() );
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RemoveCard( cd[i].ID() );
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(*pcPassed)++;
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//
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// Since there's always *exactly* one bit set in
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// tmpVector, and we've found the card for that
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// bit, we can exit this inner loop.
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//
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break;
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}
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//
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// If the vector has become empty, we can terminate the
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// outer loop.
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//
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if( nVector == 0 )
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break;
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}
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} // computer :: PassCardsInVector
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/****************************************************************************
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CountBits
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****************************************************************************/
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int computer :: CountBits( int x ) const
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{
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x = ( ( x >> 1 ) & 0x5555 ) + ( x & 0x5555 );
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x = ( ( x >> 2 ) & 0x3333 ) + ( x & 0x3333 );
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x = ( ( x >> 4 ) & 0x0f0f ) + ( x & 0x0f0f );
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x = ( ( x >> 8 ) & 0x00ff ) + ( x & 0x00ff );
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return x;
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} // computer :: CountBits
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