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399 lines
10 KiB
399 lines
10 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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lead.cpp
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Aug 92, JimH
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May 93, JimH chico port
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Logic to select lead card is here
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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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#include "debug.h" // undef _DEBUG instead to remove messages
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/****************************************************************************
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computer::SelectLeadCard
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****************************************************************************/
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SLOT computer::SelectLeadCard(handinfotype &h)
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{
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SLOT s;
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TRACE0("leading. ");
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// count cards left and check for two of clubs
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SLOT s2Clubs = EMPTY;
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int cTricksLeft = 0;
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for (s = 0; s < MAXSLOT; s++)
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{
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if (cd[s].IsValid())
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{
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cTricksLeft++;
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if (cd[s].ID() == TWOCLUBS)
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s2Clubs = s;
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}
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}
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if (s2Clubs != EMPTY)
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{
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TRACE0("lead 2 of clubs. ");
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return s2Clubs;
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}
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// If the Queen of Spades has not yet been played, try to force it out.
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// See if we are "spade safe" -- i.e., if we have no spades that are
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// queen or higher. If we are safe, lead the lowest spade.
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if (!h.bQSPlayed) // this is only interesting if queen not yet played
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{
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BOOL bHaveSpades = (sLowCard[SPADES] != EMPTY);
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BOOL bSpadeSafe = (nHighVal[SPADES] < QUEEN);
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if (bHaveSpades && bSpadeSafe)
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{
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TRACE0("try to force out spades, ");
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PLAY(sLowCard[SPADES]);
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return sLowCard[SPADES];
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}
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}
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// Now we just want to lead the lowest card of the best suit
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int suit = SureLossSuit(h.bHeartsBroken);
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if (suit == EMPTY)
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suit = BestSuitToLose(h.bHeartsBroken);
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// Be brave early on and lead a card near the midpoint of the suit
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// (if the queen of spades has been played already.)
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// Later on, just lead the lowest card of that suit.
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if (cTricksLeft > 8 && suit != HEARTS && h.bQSPlayed)
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{
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TRACE0("try midslot. ");
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s = MidSlot(suit);
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}
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else
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{
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s = sLowCard[suit];
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}
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PLAY(s);
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return s;
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}
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/****************************************************************************
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computer::NotifyNewRound
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Each player gets this call immediately after cards are passed.
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It is a chance to initialize tables, etc.
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****************************************************************************/
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void computer::NotifyNewRound()
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{
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// assume all cards are available
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for (int suit = 0; suit < MAXSUIT; suit++)
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for (int i = 0; i < (KING+2); i++)
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nAvailable[suit][i] = TRUE;
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// mark cards in hand as unavailable
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for (SLOT s = 0; s < MAXSLOT; s++)
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nAvailable[cd[s].Suit()][cd[s].Value2()] = FALSE;
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}
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/****************************************************************************
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computer::NotifyEndHand
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Each player gets this call immediately after the hand is completed.
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The computer player here looks through the handplayed and marks
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those cards are no longer available.
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****************************************************************************/
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void computer::NotifyEndHand(handinfotype &h)
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{
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for (int i = 0; i < 4; i++)
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nAvailable[h.cardplayed[i]->Suit()][h.cardplayed[i]->Value2()] = FALSE;
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}
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/****************************************************************************
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computer::CardsAboveLow(int suit)
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Returns number of available (not yet played) cards that can beat the
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low card held for the given suit.
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****************************************************************************/
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int computer::CardsAboveLow(int suit)
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{
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int count = 0;
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for (int i = nLowVal[suit]+1; i < (KING+2); i++)
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if (nAvailable[suit][i])
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{
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int j = i+1; // zero offset
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count++;
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}
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return count;
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}
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/****************************************************************************
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computer::CardsBelowLow(int suit)
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Returns number of available (not yet played) cards that are less than the
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low card held for the given suit.
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****************************************************************************/
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int computer::CardsBelowLow(int suit)
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{
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int count = 0;
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for (int i = ACE+1; i < nLowVal[suit]; i++)
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if (nAvailable[suit][i])
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{
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int j = i+1; // zero offset
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count++;
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}
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return count;
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}
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/****************************************************************************
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computer::BestSuitToLose
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Returns the suit with the most CardsAboveLow()
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bIncludeHearts defaults to TRUE. Use FALSE if hearts not
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yet broken and you're looking for a card to lead.
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****************************************************************************/
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int computer::BestSuitToLose(BOOL bIncludeHearts)
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{
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int best = -1;
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int bestsuit = EMPTY;
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for (int suit = 0; suit < MAXSUIT; suit++)
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{
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if (sLowCard[suit] != EMPTY) // if we have a card of this suit
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{
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if (suit != HEARTS || bIncludeHearts)
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{
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int count = CardsAboveLow(suit);
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#ifdef _DEBUG
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TRACE2("%c=%d ", suitid[suit], count);
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#endif
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if (count == best) // if they're the same, pick lower card
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{
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if (nLowVal[suit] < nLowVal[bestsuit])
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{
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bestsuit = suit;
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best = count;
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}
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}
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else if (count > best)
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{
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bestsuit = suit;
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best = count;
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}
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}
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}
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}
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if (bestsuit == EMPTY) // only if all we have are unbroken hearts
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return HEARTS;
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else
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return bestsuit;
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}
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/****************************************************************************
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computer::BestSuitToDump
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Returns the suit with the most CardsBelowLow()
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This is the most-vulnerable suit.
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bIncludeHearts defaults to TRUE.
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****************************************************************************/
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int computer::BestSuitToDump(BOOL bIncludeHearts)
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{
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int best = -1;
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int bestsuit = EMPTY;
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for (int suit = 0; suit < MAXSUIT; suit++)
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{
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if (sLowCard[suit] != EMPTY) // if we have a card of this suit
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{
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if (suit != HEARTS || bIncludeHearts)
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{
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int count = CardsBelowLow(suit);
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#ifdef _DEBUG
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TRACE2("%c=%d ", suitid[suit], count);
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#endif
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if (count == best) // if they're the same, pick lower card
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{
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if (nLowVal[suit] > nLowVal[bestsuit])
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{
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bestsuit = suit;
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best = count;
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}
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}
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else if (count > best)
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{
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bestsuit = suit;
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best = count;
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}
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}
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}
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}
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if (bestsuit == EMPTY) // only if all we have are unbroken hearts
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return HEARTS;
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else
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return bestsuit;
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}
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/****************************************************************************
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computer::MidSlot
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Instead of choosing the high or low card from a given suit, this function
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can be used to pick something in the middle, where middle is defined as
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the card with about the same number of available cards above and below it.
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****************************************************************************/
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SLOT computer::MidSlot(int suit)
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{
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SLOT midslot = sLowCard[suit];
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int maxtricks = CardsAbove(sLowCard[suit]);
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int tricks = maxtricks;
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for (SLOT s = 0; s < MAXSLOT; s++)
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{
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if ((cd[s].IsValid()) && (cd[s].Suit()==suit) && (s!=sLowCard[suit]))
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{
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int above = CardsAbove(s);
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if ((above < tricks) && (above > (maxtricks / 2)))
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{
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midslot = s;
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tricks = above;
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}
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}
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}
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return midslot;
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}
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/****************************************************************************
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computer::CardsAbove
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Similar to CardsAboveLow except that it finds number of cards in the same
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suit available from an arbitrary card.
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****************************************************************************/
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int computer::CardsAbove(SLOT s)
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{
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int suit = cd[s].Suit();
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int count = 0;
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for (int i = cd[s].Value2()+1; i < (KING+2); i++)
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if (nAvailable[suit][i])
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count++;
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return count;
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}
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/****************************************************************************
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computer::CardBelow
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returns the slot of the next highest card of the same suit, or EMPTY
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****************************************************************************/
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SLOT computer::CardBelow(SLOT slot)
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{
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SLOT sBelow = EMPTY;
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int suit = cd[slot].Suit();
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int value = cd[slot].Value2();
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int best = -1;
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for (SLOT s = 0; s < MAXSLOT; s++)
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{
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if ((cd[s].IsValid()) && (cd[s].Suit()==suit) && (cd[s].Value2()<value))
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{
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if (cd[s].Value2() > best)
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{
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best = cd[s].Value2();
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sBelow = s;
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}
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}
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}
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return sBelow;
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}
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/****************************************************************************
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computer::SureLossSuit
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Returns a suit that can be led which guarantees a loss of
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lead, or EMPTY if none is found.
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****************************************************************************/
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int computer::SureLossSuit(BOOL bIncludeHearts)
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{
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for (int suit = (MAXSUIT-1); suit >= 0; --suit)
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{
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if (sLowCard[suit] != EMPTY) // if we have a card of this suit
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{
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if (suit != HEARTS || bIncludeHearts)
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{
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if (CardsAboveLow(suit) > 0 && CardsBelowLow(suit) == 0)
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{
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TRACE0("can lose this trick. ");
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return suit;
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}
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}
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}
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}
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return EMPTY;
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}
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