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607 lines
16 KiB
607 lines
16 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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main2.cpp
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Aug 92, JimH
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May 93, JimH chico port
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Additional member functions for CMainWindow are 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"
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/****************************************************************************
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CMainWindow::Shuffle -- user requests shuffle from menu
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****************************************************************************/
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void CMainWindow::Shuffle()
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{
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static int offset[MAXPLAYER] = { 1, 3, 2, 0 }; // passdir order
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// fill temp array with consecutive values
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int temp[52]; // array of card values
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for (int i = 0; i < 52; i++)
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temp[i] = i;
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// Sort cards
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int nLeft = 52;
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for (i = 0; i < 52; i++)
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{
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int j = ::rand() % nLeft;
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int id = i/13;
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int pos = Id2Pos(id); // convert id to position
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p[pos]->SetID(i%13, temp[j]);
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p[pos]->Select(i%13, FALSE);
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temp[j] = temp[--nLeft];
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}
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// display PASS button
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if (passdir != NOPASS)
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{
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CString text;
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text.LoadString(IDS_PASSLEFT + passdir);
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m_Button.SetWindowText(text);
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m_Button.EnableWindow(FALSE);
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m_Button.ShowWindow(SW_SHOW);
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}
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// set card locs and ask players to select cards to pass
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for (i = 0; i < MAXPLAYER; i++)
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{
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p[i]->ResetLoc();
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if (passdir != NOPASS)
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p[i]->SelectCardsToPass();
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}
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// Make sure everyone gets appropriate little white dots
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if (passdir != NOPASS)
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{
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if (role == PLAYER)
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ddeClient->Poke(hszPassUpdate, TEXT("")); // ask for update
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else
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ddeServer->PostAdvise(hszPass); // inform players
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}
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// Paint main window. This is done manually instead of just
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// invalidating the rectangle so that the cards are drawn in
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// order as if they are dealt, instead of a player at a time.
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CClientDC dc(this);
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#ifdef USE_MIRRORING
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SetLayout(dc.m_hDC, 0);
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SetLayout(dc.m_hAttribDC, 0);
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#endif
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CRect rect;
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GetClientRect(rect);
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dc.FillRect(&rect, &m_BgndBrush);
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for (SLOT s = 0; s < MAXSLOT; s++)
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for (i = 0; i < MAXPLAYER; i++)
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p[i]->Draw(dc, bCheating, s);
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for (i = 0; i < MAXPLAYER; i++)
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{
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if (passdir == NOPASS)
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p[i]->NotifyNewRound();
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else
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{
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p[i]->MarkSelectedCards(dc);
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CString sSelect;
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sSelect.LoadString(IDS_SELECT);
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CString sName;
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int passto = (i + offset[passdir]) % 4;
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sName = p[passto]->GetName();
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TCHAR string[100];
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wsprintf(string, sSelect, sName);
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p[i]->UpdateStatus(string);
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}
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}
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DoSort();
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}
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/****************************************************************************
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CMainWindow::HandlePassing()
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This function first checks to make sure each player is DONE_SELECTING,
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and then transfers the cards from hand to hand.
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This function is called by the gamemeister when he presses the pass
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button, or when notification arrives that a remote human has selected
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cards to pass.
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It returns FALSE if cards were not passed (because a remote human was
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still selecting) and TRUE if cards were successfully passed.
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****************************************************************************/
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BOOL CMainWindow::HandlePassing()
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{
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int passto[MAXPLAYER];
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int temp[MAXPLAYER][3];
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static int offset[MAXPLAYER] = { 1, 3, 2, 0 };
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for (int pos = 0; pos < MAXPLAYER; pos++)
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if (p[pos]->GetMode() != DONE_SELECTING)
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return FALSE;
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for (pos = 0; pos < MAXPLAYER; pos++)
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{
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passto[pos] = ((pos + offset[passdir]) % 4);
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p[pos]->ReturnSelectedCards(temp[pos]);
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}
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for (pos = 0; pos < MAXPLAYER; pos++)
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p[passto[pos]]->ReceiveSelectedCards(temp[pos]);
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for (pos = 0; pos < MAXPLAYER; pos++)
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if (bCheating || (pos == 0))
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p[pos]->Sort();
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tricksleft = MAXSLOT;
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passdir++;
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if (passdir > NOPASS)
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passdir = LEFT;
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for (pos = 0; pos < MAXPLAYER; pos++)
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p[pos]->NotifyNewRound(); // notify players cards are passed
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CString s;
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s.LoadString(IDS_OK);
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m_Button.SetWindowText(s);
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OnShowButton();
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for (pos = 0; pos < MAXPLAYER; pos++)
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{
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CRect rect;
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if (pos == 0 || bCheating)
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p[pos]->GetCoverRect(rect);
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else
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p[pos]->GetMarkingRect(rect);
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InvalidateRect(&rect, TRUE);
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}
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UpdateWindow();
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return TRUE;
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}
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/****************************************************************************
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CMainWindow::FirstMove
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resets cardswon[] and tells owner of two of clubs to start hand
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****************************************************************************/
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void CMainWindow::FirstMove()
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{
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for (int pos = 0; pos < MAXPLAYER; pos++)
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{
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p[pos]->SetMode(WAITING);
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p[pos]->ResetCardsWon();
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}
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for (pos = 0; pos < MAXPLAYER; pos++)
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{
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for (SLOT s = 0; s < MAXSLOT; s++)
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{
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if (p[pos]->GetID(s) == TWOCLUBS)
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{
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int id = Pos2Id(pos);
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ResetHandInfo(id);
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handinfo.bHeartsBroken = FALSE;
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handinfo.bQSPlayed = FALSE;
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handinfo.bShootingRisk = TRUE;
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handinfo.nMoonShooter = EMPTY;
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handinfo.bHumanShooter = FALSE;
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p[pos]->SelectCardToPlay(handinfo, bCheating);
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if (pos != 0)
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((local_human *)p[0])->WaitMessage(p[pos]->GetName());
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return;
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}
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}
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}
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}
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/****************************************************************************
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CMainWindow::EndHand
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TimerDispatch
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CMainWindow::DispatchCards
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The Ref calls this routine at the end of each hand. It is logically
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a single routine, but is broken up so that there is a delay before the
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cards are zipped off the screen.
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EndHand() calculates who won the hand (trick) and starts a timer.
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TimerDispatch() receives the time message and calls DispatchCards().
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DispatchCards()
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****************************************************************************/
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void CMainWindow::EndHand()
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{
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/* determine suit led */
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int playerled = handinfo.playerled;
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card *cardled = handinfo.cardplayed[playerled];
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int suitled = cardled->Suit();
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int value = cardled->Value2();
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trickwinner = playerled; // by default
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// Let players update tables, etc.
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for (int i = 0; i < 4; i++)
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p[i]->NotifyEndHand(handinfo);
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// check if anyone else played a higher card of the same suit
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for (i = playerled; i < (playerled+4); i++)
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{
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int j = i % 4;
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card *c = handinfo.cardplayed[j];
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if (c->Suit() == suitled)
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{
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int v = c->Value2();
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if (v > value)
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{
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value = v;
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trickwinner = j;
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}
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}
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}
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TRACE0("\n");
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// Update moonshoot portion of handinfo
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if (handinfo.bShootingRisk)
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{
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BOOL bPoints = FALSE; // point cards this hand?
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for (i = 0; i < 4; i++)
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{
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card *c = handinfo.cardplayed[i];
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if ((c->Suit() == HEARTS) || (c->ID() == BLACKLADY))
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bPoints = TRUE;
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}
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if (bPoints)
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{
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if (handinfo.nMoonShooter == EMPTY)
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{
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handinfo.nMoonShooter = trickwinner; // first points this round
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handinfo.bHumanShooter = p[trickwinner]->IsHuman();
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TRACE2("First points to p[%d] (%s)\n", trickwinner,
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handinfo.bHumanShooter ? TEXT("human") : TEXT("computer"));
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}
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else if (handinfo.nMoonShooter != trickwinner) // new point earner
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{
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handinfo.bShootingRisk = FALSE;
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TRACE0("Moon shot risk over\n");
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}
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}
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}
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// Start a timer so there is a delay between when the last card of
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// the trick is played, and when the cards are whisked off toward
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// the trick winner (dispatched.) If the timer fails, just call
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// DispatchCards() directly. The timer id is m_myid instead of a
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// constant so there's no conflict if you run multiple instances on
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// a single machine using local DDE, which is useful for testing.
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if (SetTimer(m_myid, 1000, TimerDispatch))
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bTimerOn = TRUE;
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else
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{
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bTimerOn = FALSE;
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DispatchCards();
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}
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}
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// for MFC1, this would return UINT and 3rd parameter would be int
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// for MFC2, this would return VOID and 3rd parameter would be UINT
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#if defined (MFC1)
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inline UINT FAR PASCAL EXPORT
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TimerDispatch(HWND hWnd, UINT nMsg, int nIDEvent, DWORD dwTime)
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{
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::pMainWnd->DispatchCards(); // sneak back into a CMainWindow member func.
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return 0;
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}
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#else
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inline VOID FAR PASCAL EXPORT
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TimerDispatch(HWND hWnd, UINT nMsg, UINT_PTR nIDEvent, DWORD dwTime)
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{
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::pMainWnd->DispatchCards(); // sneak back into a CMainWindow member func.
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}
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#endif
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void CMainWindow::DispatchCards()
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{
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KillTimer(m_myid);
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bTimerOn = FALSE;
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int score[MAXPLAYER];
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int poswinner = Id2Pos(trickwinner);
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// Determine who led so cards can be removed in reverse order.
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int playerled = handinfo.playerled;
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card *cardled = handinfo.cardplayed[playerled];
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// build up background bitmap for Glide()
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for (int i = (playerled + 3); i >= playerled; i--)
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{
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CDC *memdc = new CDC;
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CClientDC dc(this);
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#ifdef USE_MIRRORING
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SetLayout(dc.m_hDC, 0);
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SetLayout(dc.m_hAttribDC, 0);
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#endif
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memdc->CreateCompatibleDC(&dc);
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memdc->SelectObject(&card::m_bmBgnd);
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memdc->SelectObject(&m_BgndBrush);
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memdc->PatBlt(0, 0, card::dxCrd, card::dyCrd, PATCOPY);
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card *c = handinfo.cardplayed[i % 4];
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// If cards overlap, there is some extra work to do because the cards
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// still in player 0's or 2's hands may overlap cards that have been
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// played, so they have to get blted in first.
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if (TRUE) // bugbug should be able to check for overlap here
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{
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for (int pos = 0; pos < MAXPLAYER; pos += 2)
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{
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int mode = ((pos == 0 || bCheating) ? FACEUP : FACEDOWN);
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for (SLOT s = 0; s < MAXSLOT; s++)
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{
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card *c2 = p[pos]->Card(s);
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int x = c2->GetX() - c->GetX();
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int y = c2->GetY() - c->GetY();
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if (!c2->IsPlayed())
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c2->Draw(*memdc, x, y, mode, FALSE);
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}
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}
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}
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// Everyone needs to check for overlap of played cards.
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for (int j = playerled; j < i; j++)
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{
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card *c2 = handinfo.cardplayed[j % 4];
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int x = c2->GetX() - c->GetX();
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int y = c2->GetY() - c->GetY();
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c2->Draw(*memdc, x, y, FACEUP, FALSE);
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}
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delete memdc;
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p[poswinner]->WinCard(dc, c);
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c->Remove();
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}
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ResetHandInfo(trickwinner);
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// If there are more tricks left before we need to reshuffle,
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// ask the winner of this trick to start next hand, and we're done.
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if (--tricksleft)
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{
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p[poswinner]->SelectCardToPlay(handinfo, bCheating);
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if (poswinner != 0)
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((local_human *)p[0])->WaitMessage(p[poswinner]->GetName());
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if (::cQdMoves > 0)
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{
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for (int i = 0; i < ::cQdMoves; i++)
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HandleMove(::moveq[i]);
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::cQdMoves = 0;
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}
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return;
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}
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// Make sure sound buffer is freed up.
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HeartsPlaySound(OFF);
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// Display hearts (and queen of spades) next to whoever "won" them.
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int nMoonShot = EMPTY; // assume nobody shot moon
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for (i = 0; i < MAXPLAYER; i++)
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{
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BOOL bMoonShot;
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score[i] = p[i]->EvaluateScore(bMoonShot);
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if (bMoonShot)
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nMoonShot = i; // scores need to be adjusted
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CClientDC dc(this);
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#ifdef USE_MIRRORING
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SetLayout(dc.m_hDC, 0);
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SetLayout(dc.m_hAttribDC, 0);
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#endif
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p[i]->DisplayHeartsWon(dc);
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p[i]->SetMode(SCORING);
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}
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// adjust scores if someone collected all hearts AND queen of spades
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if (nMoonShot != EMPTY)
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{
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for (i = 0; i < MAXPLAYER; i++)
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{
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if (i == nMoonShot)
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score[i] -= 26;
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else
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score[i] += 26;
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p[i]->SetScore(score[i]); // adjust player score manually
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}
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}
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// Show score
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p[0]->UpdateStatus(IDS_SCORE);
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p[0]->SetMode(SCORING);
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CScoreDlg scoredlg(this, score, m_myid); // update scores in scoredlg
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player *pold = p[0];
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scoredlg.DoModal(); // display scores
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// If there has been a request to shut down while the score dialog
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// is displayed, m_FatalErrno will be non-zero.
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if (m_FatalErrno != 0)
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{
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p[0]->SetMode(PLAYING); // something other than SCORING...
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FatalError(m_FatalErrno); // so FatalError will accept it.
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return;
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}
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// It's possible for another player to have quit the game while
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// the score dialog was showing, so check that we're still
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// alive and well.
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if (p[0] != pold)
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return;
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// replace quit remote humans with computer players
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for (i = 1; i < MAXPLAYER; i++)
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{
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if (p[i]->HasQuit())
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{
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CString name = p[i]->GetName();
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int scoreLocal = p[i]->GetScore();
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delete p[i];
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p[i] = new computer(i); // check for failure
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CClientDC dc(this);
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p[i]->SetName(name, dc);
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p[i]->SetScore(scoreLocal);
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}
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}
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p[0]->SetMode(passdir == NOPASS ? DONE_SELECTING : SELECTING);
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if (scoredlg.IsGameOver())
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{
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GameOver();
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return;
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}
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Shuffle();
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// If there is no passing for upcoming round, we must make the changes
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// that HandlePassing() would normally do to start the next round.
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if (passdir == NOPASS)
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{
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for (i = 0; i < MAXPLAYER; i++) // everyone's DONE_SELECTING
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p[i]->SetMode(DONE_SELECTING);
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passdir = LEFT; // NEXT hand passes left
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tricksleft = MAXSLOT; // reset # of hands
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FirstMove(); // start next trick
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}
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for (i = 0; i < ::cQdMoves; i++)
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HandleMove(::moveq[i]);
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::cQdMoves = 0;
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for (i = 0; i < ::cQdPasses; i++)
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HandlePass(::passq[i]);
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::cQdPasses = 0;
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}
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/****************************************************************************
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CMainWindow::ResetHandInfo
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Note that handinfo.bHeartsBroken is not reset here -- it applies to
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the entire hand and is set only in FirstMove()
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Same with handinfo.bQSPlayed and moonshoot variables.
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****************************************************************************/
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void CMainWindow::ResetHandInfo(int playernumber)
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{
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handinfo.playerled = playernumber;
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handinfo.turn = playernumber;
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for (int i = 0; i < MAXPLAYER; i++)
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handinfo.cardplayed[i] = NULL;
|
|
}
|
|
|
|
|
|
/****************************************************************************
|
|
|
|
CMainWindow::CountClients()
|
|
|
|
Count of number of clients active (including computer players)
|
|
Only the GameMeister calls this, so potential clients are pos 1 to 3.
|
|
|
|
****************************************************************************/
|
|
|
|
int CMainWindow::CountClients()
|
|
{
|
|
ASSERT(role == GAMEMEISTER);
|
|
|
|
int cb = 0;
|
|
|
|
for (int pos = 1; pos < MAXPLAYER; pos++)
|
|
if (p[pos])
|
|
cb++;
|
|
|
|
return cb;
|
|
}
|