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614 lines
16 KiB
614 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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player.cpp
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Aug 92, JimH
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May 93, JimH chico port
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Methods for player objects
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****************************************************************************/
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#include "hearts.h"
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#include "main.h" // friendly access
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#include "resource.h"
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#include "debug.h"
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#include <stdlib.h> // qsort() prototype
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#include <stdio.h>
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extern "C" { // compare routine for qsort()
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int __cdecl CompareCards(card *c1, card *c2);
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}
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/****************************************************************************
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player::player
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****************************************************************************/
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player::player(int n, int pos) : id(n), position(pos)
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{
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// Set up font
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BYTE charset = 0;
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int fontsize = 0;
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CString fontname, charsetstr, fontsizestr;
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fontname.LoadString(IDS_FONTFACE);
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charsetstr.LoadString(IDS_CHARSET);
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fontsizestr.LoadString(IDS_FONTSIZE);
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charset = (BYTE)_ttoi(charsetstr);
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fontsize = _ttoi(fontsizestr);
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font.CreateFont(fontsize, 0, 0, 0, 700, 0, 0, 0, charset, 0, 0, 0, 0, fontname);
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CRect rect = CMainWindow::m_TableRect;
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POINT centre;
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const int offset = 30; // offset from centre for playloc
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mode = STARTING;
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centre.x = (rect.right / 2) - (card::dxCrd / 2);
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centre.y = (rect.bottom / 2) - (card::dyCrd / 2);
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playloc = centre;
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score = 0;
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CClientDC dc(::pMainWnd);
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TEXTMETRIC tm;
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dc.GetTextMetrics(&tm);
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int nTextHeight = tm.tmHeight + tm.tmExternalLeading;
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switch (position) {
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case 0:
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loc.x = (rect.right - (12 * HORZSPACING + card::dxCrd)) / 2;
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loc.y = rect.bottom - card::dyCrd - IDGE;
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dx = HORZSPACING;
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dy = 0;
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playloc.x -= 5;
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playloc.y += offset;
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dotloc.x = loc.x + (HORZSPACING / 2);
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dotloc.y = loc.y - IDGE;
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homeloc.x = playloc.x;
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homeloc.y = rect.bottom + card::dyCrd;
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nameloc.x = loc.x + card::dxCrd + IDGE;
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nameloc.y = rect.bottom - nTextHeight - IDGE;
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break;
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case 1:
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loc.x = 3 * IDGE;
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loc.y = (rect.bottom - (12 * VERTSPACING + card::dyCrd)) / 2;
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dx = 0;
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dy = VERTSPACING;
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playloc.x -= offset;
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playloc.y -= 5;
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dotloc.x = loc.x + card::dxCrd + IDGE;
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dotloc.y = loc.y + (VERTSPACING / 2);
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homeloc.x = -card::dxCrd;
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homeloc.y = playloc.y;
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nameloc.x = loc.x + 2;
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nameloc.y = loc.y - nTextHeight;
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break;
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case 2:
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loc.x = ((rect.right - (12 * HORZSPACING + card::dxCrd)) / 2)
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+ (12 * HORZSPACING);
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loc.y = IDGE;
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dx = -HORZSPACING;
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dy = 0;
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playloc.x += 5;
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playloc.y -= offset;
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dotloc.x = loc.x + card::dxCrd - (HORZSPACING / 2);
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dotloc.y = loc.y + card::dyCrd + IDGE;
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homeloc.x = playloc.x;
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homeloc.y = -card::dyCrd;
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nameloc.x = ((rect.right - (12 * HORZSPACING + card::dxCrd)) / 2)
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+ (12 * HORZSPACING) + card::dxCrd + IDGE;
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nameloc.y = IDGE;
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break;
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case 3:
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loc.x = rect.right - (card::dxCrd + (3 * IDGE));
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loc.y = ((rect.bottom - (12 * VERTSPACING + card::dyCrd)) / 2)
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+ (12 * VERTSPACING);
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dx = 0;
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dy = -VERTSPACING;
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playloc.x += offset;
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playloc.y += 5;
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dotloc.x = loc.x - IDGE;
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dotloc.y = loc.y + card::dyCrd - (VERTSPACING / 2);
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homeloc.x = rect.right;
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homeloc.y = playloc.y;
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nameloc.x = ((rect.right - (12 * HORZSPACING + card::dxCrd)) / 2)
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- IDGE - 2;
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nameloc.y = ((rect.bottom - (12 * VERTSPACING + card::dyCrd)) / 2)
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+ (12 * VERTSPACING) + card::dyCrd;
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break;
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}
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ResetLoc();
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}
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/****************************************************************************
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player::ResetLoc
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This routine puts cards in locations based on their slot number.
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It is used to initialize their x,y locs, or after cards have been sorted.
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****************************************************************************/
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void player::ResetLoc()
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{
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int x = loc.x;
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int y = loc.y;
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for (SLOT s = 0; s < MAXSLOT; s++)
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{
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if (cd[s].IsInHand())
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cd[s].SetLoc(x, y);
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x += dx;
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y += dy;
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}
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}
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/****************************************************************************
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player::Sort
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****************************************************************************/
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void player::Sort()
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{
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qsort( (void *)cd,
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MAXSLOT,
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sizeof(card),
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(int (__cdecl *)(const void *, const void *))CompareCards );
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ResetLoc();
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}
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/****************************************************************************
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CompareCards
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This is the compare function for player::Sort.
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Aces are high, cards not in hand sort high, and order of suits is
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clubs, diamonds, spades, hearts (alternating colours)
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****************************************************************************/
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int __cdecl CompareCards(card *c1, card *c2)
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{
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int v1 = c1->Value2();
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int v2 = c2->Value2();
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int s1 = c1->Suit();
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int s2 = c2->Suit();
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if (!(c1->IsInHand()))
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v1 = EMPTY;
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if (!(c2->IsInHand()))
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v2 = EMPTY;
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if (v1 == EMPTY || v2 == EMPTY)
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{
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if (v1 == v2) // they're both EMPTY
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return 0;
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else if (v1 == EMPTY)
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return 1;
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else
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return -1;
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}
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if (s1 != s2) // different suits?
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{
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if (s1 == HEARTS && s2 == SPADES) // these two suits reversed
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return 1;
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else if (s1 == SPADES && s2 == HEARTS)
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return -1;
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else
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return (s1 - s2);
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}
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return (v1 - v2);
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}
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/****************************************************************************
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player::GetSlot
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converts a card id to a slot number
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****************************************************************************/
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SLOT player::GetSlot(int id)
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{
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SLOT s = EMPTY;
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for (int num = 0; num < MAXSLOT; num++)
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{
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if (GetID(num) == id)
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{
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s = num;
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break;
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}
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}
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ASSERT(s != EMPTY);
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return s;
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}
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/****************************************************************************
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player::GetCardLoc
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Loc gets location of upper-left corner of specified card slot.
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Returns true if slot s is valid.
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****************************************************************************/
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BOOL player::GetCardLoc(SLOT s, POINT& loc)
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{
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if (!cd[s].IsValid())
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return FALSE;
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loc.x = cd[s].GetX();
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loc.y = cd[s].GetY();
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return TRUE;
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}
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/****************************************************************************
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player::GetCoverRect
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returns a rect that covers all cards in hand
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****************************************************************************/
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CRect &player::GetCoverRect(CRect& rect)
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{
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rect.left = (dx < 0 ? loc.x + 12 * dx : loc.x);
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rect.right = rect.left + (dx != 0 ?
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card::dxCrd + 12 * abs(dx) : card::dxCrd);
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rect.top = (dy < 0 ? loc.y + 12 * dy : loc.y);
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rect.bottom = rect.top + (dy != 0 ?
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card::dyCrd + 12 * abs(dy) : card::dyCrd);
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// expand rect to include selection indicators
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if (position == 0)
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rect.top -= POPSPACING;
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else if (position == 1)
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rect.right += 2 * IDGE;
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else if (position == 2)
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rect.bottom += 2 * IDGE;
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else
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rect.left -= 2 * IDGE;
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return rect;
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}
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/****************************************************************************
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rect::GetMarkingRect
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returns a rect that covers all selection marking dots
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****************************************************************************/
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CRect &player::GetMarkingRect(CRect& rect)
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{
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rect.left = (dx < 0 ? dotloc.x + (12 * dx) : dotloc.x);
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rect.right = (dx < 0 ? dotloc.x + 2 : dotloc.x + (12 * dx) + 2);
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rect.top = (dy < 0 ? dotloc.y + (12 * dy) : dotloc.y);
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rect.bottom = (dy < 0 ? dotloc.y + 2 : dotloc.y + (12 * dy) + 2);
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return rect;
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}
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/****************************************************************************
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player::Draw
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Draws all the cards belonging to this player. bCheating defaults to
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FALSE, and SLOT defaults to ALL.
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****************************************************************************/
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void player::Draw(CDC &dc, BOOL bCheating, SLOT slot)
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{
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DisplayName(dc);
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SLOT start = (slot == ALL ? 0 : slot);
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SLOT stop = (slot == ALL ? MAXSLOT : slot+1);
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SLOT playedslot = EMPTY; // must draw cards in play last for EGA
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for (SLOT s = start; s < stop; s++)
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{
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if (cd[s].IsPlayed())
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playedslot = s; // save and draw later
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else if (bCheating)
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cd[s].Draw(dc);
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else
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cd[s].Draw(dc, FACEDOWN);
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}
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if (playedslot != EMPTY)
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cd[playedslot].Draw(dc);
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}
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void player::DisplayName(CDC &dc)
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{
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CFont *oldfont = dc.SelectObject(&font);
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dc.SetBkColor(::pMainWnd->GetBkColor());
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dc.TextOut(nameloc.x, nameloc.y, name, name.GetLength());
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dc.SelectObject(oldfont);
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}
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void player::SetName(CString& newname, CDC& dc)
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{
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static RECT rect; // client rect of main window
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static BOOL bFirst = TRUE; // first time through this routine?
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if (bFirst)
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::pMainWnd->GetClientRect(&rect);
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if (rect.right > 100) // app started non-iconic
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bFirst = FALSE;
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name = newname;
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CFont *oldfont = dc.SelectObject(&font);
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if (position == 0)
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{
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CSize size = dc.GetTextExtent(name, name.GetLength());
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nameloc.x = ((rect.right - (12 * HORZSPACING + card::dxCrd)) / 2)
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- IDGE - size.cx;
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}
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else if (position == 3)
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{
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CSize size = dc.GetTextExtent(name, name.GetLength());
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nameloc.x = rect.right - size.cx - (3*IDGE) - 2;
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}
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dc.SelectObject(oldfont);
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}
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/****************************************************************************
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player::ReturnSelectedCards
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player::ReceiveSelectedCards
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When cards are passed from player to player, the first function is used
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to return the selected cards. The second is used to pass another player's
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selections in.
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****************************************************************************/
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void player::ReturnSelectedCards(int c[])
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{
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c[0] = EMPTY; // default
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c[1] = EMPTY;
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c[2] = EMPTY;
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if (mode == STARTING || mode == SELECTING)
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return;
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for (int i = 0, j = 0; j < 3; i++)
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{
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if (cd[i].IsSelected())
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c[j++] = cd[i].ID();
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if (i >= MAXSLOT)
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{ ASSERT(i < MAXSLOT); }
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}
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}
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void player::ReceiveSelectedCards(int c[])
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{
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for (int i = 0, j = 0; j < 3; i++)
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{
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if (cd[i].IsSelected())
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{
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cd[i].SetID(c[j++]);
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cd[i].Select(FALSE);
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}
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ASSERT(i < MAXSLOT);
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}
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SetMode(WAITING);
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}
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/****************************************************************************
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player::MarkSelectedCards
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This virtual function puts white dots beside selected cards for all
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non-local_human players.
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****************************************************************************/
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void player::MarkSelectedCards(CDC &dc)
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{
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COLORREF color = RGB(255, 255, 255);
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for (int s = 0; s < MAXSLOT; s++)
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{
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if (cd[s].IsSelected())
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{
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int x = dotloc.x + (s * dx);
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int y = dotloc.y + (s * dy);
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dc.SetPixel(x, y, color);
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dc.SetPixel(x+1, y, color);
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dc.SetPixel(x, y+1, color);
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dc.SetPixel(x+1, y+1, color);
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}
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}
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}
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/****************************************************************************
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player::GlideToCentre
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This function takes a selected card and glides it to its play location.
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The other normal cards (cards still in hand) are each checked to see if
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the card is to be moved. If so, their image is drawn into the background
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bitmap.
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****************************************************************************/
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void player::GlideToCentre(SLOT s, BOOL bFaceup)
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{
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CRect rectCard, rectSrc, rectDummy;
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CClientDC dc(::pMainWnd);
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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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CDC *memdc = new CDC;
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memdc->CreateCompatibleDC(&dc);
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memdc->SelectObject(&card::m_bmBgnd);
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memdc->SelectObject(&CMainWindow::m_BgndBrush);
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memdc->PatBlt(0, 0, card::dxCrd, card::dyCrd, PATCOPY);
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cd[s].GetRect(rectCard);
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for (SLOT i = 0; i < MAXSLOT; i++)
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{
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if (cd[i].IsNormal() && (i != s))
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{
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cd[i].GetRect(rectSrc);
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if (IntersectRect(&rectDummy, &rectSrc, &rectCard))
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{
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cd[i].Draw(*memdc, // CDC
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rectSrc.left-rectCard.left, // x
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rectSrc.top-rectCard.top, // y
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bFaceup ? FACEUP : FACEDOWN, // mode
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FALSE); // don't update loc
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}
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}
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}
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delete memdc; // must delete before Glide() called
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cd[s].CleanDraw(dc);
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cd[s].Glide(dc, playloc.x, playloc.y); // glide to play location
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cd[s].Play(); // mark card as played
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SetMode(WAITING);
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}
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/****************************************************************************
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player::ResetCardsWon
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cardswon[] keeps track of point cards won this hand. This function
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clears this data for a new hand.
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****************************************************************************/
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void player::ResetCardsWon()
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{
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for (int i = 0; i < MAXCARDSWON; i++)
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cardswon[i] = EMPTY;
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numcardswon = 0;
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}
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/****************************************************************************
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player::WinCard
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Cards won in tricks are passed in. If they are point cards (hearts
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or queen on spades) the id is saved in cardswon[].
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****************************************************************************/
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void player::WinCard(CDC &dc, card *c)
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{
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if ((c->IsHeart()) || (c->ID() == BLACKLADY))
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cardswon[numcardswon++] = c->ID();
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RegEntry Reg(szRegPath);
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DWORD dwSpeed = Reg.GetNumber(regvalSpeed, IDC_NORMAL);
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int oldstep = c->SetStepSize(dwSpeed == IDC_SLOW ? 5 : 30);
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c->Glide(dc, homeloc.x, homeloc.y);
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c->SetStepSize(oldstep);
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}
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/****************************************************************************
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player::EvaluateScore
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Points stored in cardswon[] are added to players total score.
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****************************************************************************/
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int player::EvaluateScore(BOOL &bMoonShot)
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{
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for (int i = 0; i < MAXCARDSWON; i++)
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{
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if (cardswon[i] == BLACKLADY)
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score += 13;
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else if (cardswon[i] != EMPTY)
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score++;
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}
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if (cardswon[MAXCARDSWON-1] != EMPTY) // if player got ALL point cards
|
|
bMoonShot = TRUE;
|
|
else
|
|
bMoonShot = FALSE;
|
|
|
|
return score;
|
|
}
|
|
|
|
|
|
/****************************************************************************
|
|
|
|
player::DisplayHeartsWon
|
|
|
|
****************************************************************************/
|
|
|
|
void player::DisplayHeartsWon(CDC &dc)
|
|
{
|
|
card c;
|
|
int x = loc.x;
|
|
int y = loc.y;
|
|
|
|
x += ((MAXCARDSWON - numcardswon) / 2) * dx;
|
|
y += ((MAXCARDSWON - numcardswon) / 2) * dy;
|
|
|
|
for (int i = 0; i < numcardswon; i++)
|
|
{
|
|
c.SetID(cardswon[i]);
|
|
c.SetLoc(x, y);
|
|
c.Draw(dc);
|
|
x += dx;
|
|
y += dy;
|
|
}
|
|
|
|
DisplayName(dc);
|
|
}
|