Source code of Windows XP (NT5)
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/***************************************************************************/
/** Microsoft Windows **/
/** Copyright(c) Microsoft Corp., 1991, 1992 **/
/***************************************************************************/
/****************************************************************************
main.h
CMainWindow object
This class encompasses most of what is interesting in the main window of
Hearts.
Aug 92, JimH
****************************************************************************/
#ifndef STRICT
#define STRICT
#endif
#include "regentry.h"
#include "player.h"
#include "computer.h"
#include "dlg.h"
#include "dde.h"
#ifndef MAIN_INC
#define MAIN_INC
// non-translateable strings
extern const TCHAR szRegPath[];
extern const TCHAR regvalSound[];
extern const TCHAR regvalName[];
extern const TCHAR regvalRole[];
extern const TCHAR regvalSpeed[];
extern const TCHAR regvalServer[];
extern const TCHAR *regvalPName[3];
extern const TCHAR szHelpFileName[];
extern const TCHAR szShareName[];
const int WINWIDTH = 540;
const int WINHEIGHT = 480;
const int LEFT = 0; // passdir
const int RIGHT = 1;
const int ACROSS = 2;
const int NOPASS = 3;
const int OFF = 0; // used in PlaySound
const int MAXNAMELENGTH = 14;
const int MAXCOMPUTERNAME = 15;
enum roletype { GAMEMEISTER, PLAYER };
// The following structures are used to pass around DDE data
typedef struct {
int id;
TCHAR name[4][MAXNAMELENGTH+3]; // might have square brackets too!
} GAMESTATUS;
typedef struct { // I'm passing these three cards
int id;
int passdir;
int cardid[3];
} PASS3;
typedef struct { // the complete set of passed cards
int passdir;
int cardid[MAXPLAYER][3];
} PASS12;
typedef struct { // sent out after each move
int playerid;
int cardid;
int playerled;
int turn;
} MOVE;
#if defined (MFC1)
UINT FAR PASCAL EXPORT TimerDispatch(HWND, UINT, int, DWORD);
#else
void FAR PASCAL EXPORT TimerDispatch(HWND, UINT, UINT, DWORD);
#endif
class CMainWindow : public CFrameWnd
{
friend player::player(int n, int pos);
friend void player::GlideToCentre(SLOT s, BOOL bFaceup);
friend HDDEDATA EXPENTRY EXPORT DdeServerCallBack(WORD, WORD, HCONV, HSZ, HSZ, HDDEDATA, DWORD, DWORD);
friend HDDEDATA EXPENTRY EXPORT DdeClientCallBack(WORD, WORD, HCONV, HSZ, HSZ, HDDEDATA, DWORD, DWORD);
#if defined(MFC1)
friend UINT FAR PASCAL EXPORT TimerDispatch(HWND, UINT, int, DWORD);
#else
friend void FAR PASCAL EXPORT TimerDispatch(HWND, UINT, UINT_PTR, DWORD);
#endif
public:
CMainWindow(LPTSTR lpCmdLine);
void FatalError(int errorno = -1);
int GetGameNumber() { return m_gamenumber; }
COLORREF GetBkColor() { return m_bkgndcolor; }
CString GetPlayerName(int num) { return p[num]->GetName(); }
modetype GetPlayerMode(int num) { return p[num]->GetMode(); }
int GetMyId() { return m_myid; }
int Id2Pos(int id) { return ((id - m_myid + 4) % 4); }
BOOL IsFirstBloodEnforced() { return bEnforceFirstBlood; }
void PlayerQuit(int id);
int Pos2Id(int pos) { return ((pos + m_myid) % 4); }
void SetGameNumber(int num) { m_gamenumber = num; }
afx_msg void OnAbout();
afx_msg void OnBossKey() { ShowWindow(SW_MINIMIZE); }
afx_msg void OnChar(UINT nChar, UINT nRepCnt, UINT nFlags);
afx_msg void OnCheat();
afx_msg void OnClose();
afx_msg int OnCreate(LPCREATESTRUCT lpCreateStruct);
afx_msg BOOL OnEraseBkgnd(CDC *);
afx_msg void OnExit() { bConstructed = FALSE; OnClose(); }
afx_msg void OnHelp()
{ ::HtmlHelp(::GetDesktopWindow(), szHelpFileName, HH_DISPLAY_TOPIC, 0); }
/*
afx_msg void OnHelpOnHelp()
{ ::WinHelp(m_hWnd, NULL, HELP_HELPONHELP, 0); }
*/
afx_msg void OnHideButton() { m_Button.EnableWindow(FALSE); }
/*
afx_msg void OnSearch()
{ ::WinHelp(m_hWnd, szHelpFileName, HELP_PARTIALKEY,
(DWORD_PTR)(LPSTR)""); }
*/
afx_msg void OnLButtonDown(UINT nFlags, CPoint point);
afx_msg void OnNewGame();
afx_msg void OnOptions();
afx_msg void OnPaint();
afx_msg void OnPass();
afx_msg void OnQuote();
afx_msg void OnRef();
afx_msg void OnShowButton() { m_Button.EnableWindow();
m_Button.SetFocus(); }
afx_msg void OnScore();
afx_msg void OnSound();
afx_msg void OnWelcome();
afx_msg LRESULT OnPrintClient(WPARAM wParam, LPARAM lParam);
private:
int AddNewPlayer(HCONV hConv, HDDEDATA hData);
void CheckNddeShare();
void ClientConnect(CString& server, CString& myname);
int CountClients();
BOOL CreateStrHandles();
HDDEDATA DdeSrvCallBack(WORD, WORD, HCONV, HSZ, HSZ, HDDEDATA, DWORD, DWORD);
HDDEDATA DdeCliCallBack(WORD, WORD, HCONV, HSZ, HSZ, HDDEDATA, DWORD, DWORD);
void DestroyStrHandles();
void DoSort();
void DispatchCards();
void EndHand();
void FirstMove();
void GameOver();
HDDEDATA GetGameStatus(HCONV hConv);
void GetPass12(PASS12& pass12);
void HandleMove(MOVE& move);
void HandlePass(PASS3& pass3);
BOOL HandlePassing();
BOOL IsCurrentPlayer(HCONV hConv, int *id);
void ResetHandInfo(int playernumber);
void Shuffle();
BOOL SoundInit();
BOOL HeartsPlaySound(int id);
void ReceivePassFromClient(HDDEDATA hData);
void ReceiveMove(MOVE& move);
void UpdatePassStatus(PASS12& pass12);
void UpdateStatusNames(GAMESTATUS& gs);
CButton m_Button;
int m_StatusHeight;
CScoreDlg *m_pScoreDlg;
BOOL bAutostarted;
BOOL bCheating;
BOOL bConstructed;
BOOL bEnforceFirstBlood;
BOOL bHasSound;
BOOL bNetDdeActive;
BOOL bSoundOn;
BOOL bTimerOn;
int m_gamenumber;
LPTSTR m_lpCmdLine;
player *p[MAXPLAYER];
int m_myid;
int passdir;
int m_FatalErrno;
COLORREF m_bkgndcolor;
handinfotype handinfo;
roletype role;
int tricksleft;
int trickwinner;
static CBrush m_BgndBrush;
static CRect m_TableRect;
DECLARE_MESSAGE_MAP()
};
// global variables
extern CMainWindow *pMainWnd;
extern HSZ hszJoin;
extern HSZ hszPass;
extern HSZ hszMove;
extern HSZ hszStatus;
extern HSZ hszGameNumber;
extern HSZ hszPassUpdate;
extern DDE *dde;
extern MOVE move;
extern MOVE moveq[8];
extern int cQdMoves;
extern PASS3 passq[4];
extern int cQdPasses;
extern int nStatusHeight;
#endif