692 lines
17 KiB
C++
692 lines
17 KiB
C++
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/***************************************************************************/
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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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human.cpp
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Aug 92, JimH
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May 93, JimH chico port
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local_human and remote_human member functions
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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 <stdio.h>
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#include <stdlib.h> // abs() prototype
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static CRect rectCard; // used in timer callback
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// declare static members
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BOOL local_human::bTimerOn;
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CString local_human::m_StatusText;
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/****************************************************************************
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human constructor -- abstract class
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****************************************************************************/
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human::human(int n, int pos) : player(n, pos)
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{
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}
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/****************************************************************************
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remote_human constructor
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****************************************************************************/
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remote_human::remote_human(int n, int pos, HCONV hConv) : human(n, pos),
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m_hConv(hConv), bQuit(FALSE)
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{
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}
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/****************************************************************************
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remote_human::SelectCardToPlay()
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Under normal circumstances, all that is required is that mode be set
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to PLAYING. If the remote human has quit and the computer player has
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not yet taken over, this routine just picks the first legal card it
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can find and plays it.
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****************************************************************************/
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void remote_human::SelectCardToPlay(handinfotype &h, BOOL bCheating)
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{
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if (!bQuit)
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{
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SetMode(PLAYING);
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return;
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}
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BOOL bFirst = (h.playerled == id); // am I leading?
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card *cardled = h.cardplayed[h.playerled];
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int nSuitLed = (cardled == NULL ? EMPTY : cardled->Suit());
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SLOT sLast[MAXSUIT]; // will contain some card of each suit
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SLOT s = EMPTY;
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for (int i = 0; i < MAXSUIT; i++)
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sLast[i] = EMPTY;
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// fill sLast array, and look for two of clubs while were are at it
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for (i = 0; i < MAXSLOT; i++)
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{
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if (cd[i].IsValid())
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{
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sLast[cd[i].Suit()] = i;
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if (cd[i].ID() == TWOCLUBS)
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s = i;
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}
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}
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if (s == EMPTY) // if two of clubs not found
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{
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if (sLast[CLUBS] != EMPTY)
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s = sLast[CLUBS];
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else if (sLast[DIAMONDS] != EMPTY)
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s = sLast[DIAMONDS];
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else if (sLast[SPADES] != EMPTY)
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s = sLast[SPADES];
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else
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s = sLast[HEARTS];
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if (!bFirst && (sLast[nSuitLed] != EMPTY))
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s = sLast[nSuitLed];
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}
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SetMode(WAITING);
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cd[s].Play(); // mark card as played
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h.cardplayed[id] = &(cd[s]); // update handinfo
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// inform other players
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::move.playerid = id;
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::move.cardid = cd[s].ID();
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::move.playerled = h.playerled;
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::move.turn = h.turn;
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ddeServer->PostAdvise(hszMove);
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// inform gamemeister
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::pMainWnd->PostMessage(WM_COMMAND, IDM_REF);
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}
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/****************************************************************************
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remote_human::SelectCardsToPass()
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Under normal circumstances, all that is required is that mode be set to
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SELECTING. If the remote human has quit and the computer player has not
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yet taken over, just select the first three cards found.
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****************************************************************************/
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void remote_human::SelectCardsToPass()
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{
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if (!bQuit)
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{
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SetMode(SELECTING);
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return;
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}
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cd[0].Select(TRUE);
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cd[1].Select(TRUE);
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cd[2].Select(TRUE);
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for (int i = 3; i < MAXSLOT; i++)
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cd[i].Select(FALSE);
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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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MarkSelectedCards(dc);
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SetMode(DONE_SELECTING);
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ddeServer->PostAdvise(hszPass); // let other players know
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}
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/****************************************************************************
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local_human::local_human()
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This is the constructor that initializes player::hWnd and player::hInst.
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It also creates the stretch bitmap that covers a card plus its popped
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height extension.
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****************************************************************************/
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local_human::local_human(int n) : human(n, 0)
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{
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m_pStatusWnd = new CStatusBarCtrl();
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m_StatusText.LoadString(IDS_INTRO);
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CClientDC dc(::pMainWnd);
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m_pStatusWnd->Create(WS_CHILD|WS_VISIBLE|CCS_BOTTOM, CRect(), ::pMainWnd, 0);
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m_pStatusWnd->SetSimple();
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UpdateStatus();
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bTimerOn = FALSE;
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if (!m_bmStretchCard.CreateCompatibleBitmap(&dc, card::dxCrd,
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card::dyCrd + POPSPACING))
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{
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::pMainWnd->FatalError(IDS_MEMORY);
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return;
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}
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}
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/****************************************************************************
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local_human destructor
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****************************************************************************/
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local_human::~local_human()
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{
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m_bmStretchCard.DeleteObject();
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delete m_pStatusWnd;
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m_pStatusWnd = NULL;
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}
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/****************************************************************************
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local_human::Draw()
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This virtual function draws selected cards in the popped up position.
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ALL is not used for slot in this variant.
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****************************************************************************/
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void local_human::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;
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else
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cd[s].PopDraw(dc); // pop up selected cards
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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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/****************************************************************************
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local_human::PopCard()
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handles mouse button selection of card to pass
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****************************************************************************/
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void local_human::PopCard(CBrush &brush, int x, int y)
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{
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SLOT s = XYToCard(x, y);
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if (s == EMPTY)
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return;
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// count selected cards
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int c = 0;
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for (int i = 0; i < MAXSLOT; i++)
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if (cd[i].IsSelected())
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c++;
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if (cd[s].IsSelected() && (c == 3))
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{
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::pMainWnd->PostMessage(WM_COMMAND, IDM_HIDEBUTTON);
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}
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else if (!cd[s].IsSelected())
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{
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if (c == 3) // only allow three selections
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return;
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else if (c == 2)
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::pMainWnd->PostMessage(WM_COMMAND, IDM_SHOWBUTTON);
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}
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// toggle selection
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BOOL bSelected = cd[s].IsSelected();
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cd[s].Select(!bSelected);
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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;
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memDC.CreateCompatibleDC(&dc);
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memDC.SelectObject(&m_bmStretchCard);
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memDC.SelectObject(&brush);
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memDC.PatBlt(0, 0, card::dxCrd, card::dyCrd + POPSPACING, PATCOPY);
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for (i = 0; i < MAXSLOT; i++)
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{
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if (abs(i - s) <= (card::dxCrd / HORZSPACING))
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{
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cd[i].Draw(memDC, // cdc
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(i - s) * HORZSPACING, // x
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cd[i].IsSelected() ? 0 : POPSPACING, // y
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FACEUP, // mode
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FALSE); // update loc?
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}
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}
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dc.BitBlt(loc.x + (HORZSPACING * s), loc.y - POPSPACING,
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card::dxCrd, card::dyCrd + POPSPACING,
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&memDC, 0, 0, SRCCOPY);
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}
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/****************************************************************************
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local_human::PlayCard()
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handles mouse button selection of card to play
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and ensures move is legal.
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PlayCard starts a timer that calls StartTimer() which calls TimerBadMove().
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Think of it as one long function with a timer delay half way through.
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****************************************************************************/
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BOOL local_human::PlayCard(int x, int y, handinfotype &h, BOOL bCheating,
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BOOL bFlash)
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{
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SLOT s = XYToCard(x, y);
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if (s == EMPTY)
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return FALSE;
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card *cardled = h.cardplayed[h.playerled];
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BOOL bFirstTrick = (cardled != NULL && cardled->ID() == TWOCLUBS);
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/* check if selected card is valid */
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if (h.playerled == id) // if local human is leading...
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{
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if (cd[s].ID() != TWOCLUBS)
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{
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for (int i = 0; i < MAXSLOT; i++) // is there a two of clubs?
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{
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if ((i != s) && (cd[i].ID() == TWOCLUBS))
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{
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UpdateStatus(IDS_LEAD2C);
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if (bFlash)
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StartTimer(cd[s]);
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return FALSE;
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}
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}
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}
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if ((cd[s].Suit() == HEARTS) && (!h.bHeartsBroken)) // if hearts led
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{
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for (int i = 0; i < MAXSLOT; i++) // are there any non-hearts?
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{
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if ((!cd[i].IsEmpty()) && (cd[i].Suit() != HEARTS))
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{
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UpdateStatus(IDS_LEADHEARTS);
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if (bFlash)
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StartTimer(cd[s]);
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return FALSE;
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}
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}
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}
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}
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// if not following suit
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else if (cardled != NULL && (cd[s].Suit() != cardled->Suit()))
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{
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// make sure we're following suit if possible
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for (int i = 0; i < MAXSLOT; i++)
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{
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if ((!cd[i].IsEmpty()) && (cd[i].Suit()==cardled->Suit()))
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{
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CString s1, s2;
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s1.LoadString(IDS_BADMOVE);
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s2.LoadString(IDS_SUIT0+cardled->Suit());
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TCHAR string[80];
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wsprintf(string, s1, s2);
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if (bFlash)
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{
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UpdateStatus(string);
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StartTimer(cd[s]);
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}
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return FALSE;
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}
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}
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// make sure we're not trying to break the First Blood rule
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if (bFirstTrick && ::pMainWnd->IsFirstBloodEnforced())
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{
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BOOL bPointCard =
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(cd[s].Suit() == HEARTS || cd[s].ID() == BLACKLADY);
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BOOL bOthersAvailable = FALSE;
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for (int i = 0; i < MAXSLOT; i++)
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if ((!cd[i].IsEmpty()) && (cd[i].Suit() != HEARTS))
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if (cd[i].ID() != BLACKLADY)
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bOthersAvailable = TRUE;
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if (bPointCard && bOthersAvailable)
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{
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UpdateStatus(IDS_BADBLOOD);
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if (bFlash)
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StartTimer(cd[s]);
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return FALSE;
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}
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}
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}
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SetMode(WAITING);
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cd[s].Play();
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h.cardplayed[id] = &(cd[s]);
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::move.playerid = id;
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::move.cardid = cd[s].ID();
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::move.playerled = h.playerled;
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::move.turn = h.turn;
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if (id == 0) // if gamemeister
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ddeServer->PostAdvise(hszMove);
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else
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ddeClient->Poke(hszMove, &move, sizeof(move));
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::pMainWnd->OnRef();
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return TRUE;
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}
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void local_human::StartTimer(card &c)
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{
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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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c.Draw(dc, HILITE); // flash
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c.GetRect(rectCard);
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if (::pMainWnd->SetTimer(1, 250, TimerBadMove))
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{
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bTimerOn = TRUE;
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}
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else
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{
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bTimerOn = FALSE;
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::pMainWnd->InvalidateRect(&rectCard, FALSE);
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}
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}
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// MFC2 changes same as SetTimer in main2.cpp
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#if defined (MFC1)
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UINT FAR PASCAL EXPORT
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TimerBadMove(HWND hWnd, UINT nMsg, int nIDEvent, DWORD dwTime)
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{
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::KillTimer(hWnd, 1);
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local_human::bTimerOn = FALSE;
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::InvalidateRect(hWnd, &rectCard, FALSE);
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return 0;
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}
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#else
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void FAR PASCAL EXPORT
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TimerBadMove(HWND hWnd, UINT nMsg, UINT_PTR nIDEvent, DWORD dwTime)
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{
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::KillTimer(hWnd, 1);
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local_human::bTimerOn = FALSE;
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#ifdef USE_MIRRORING
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CRect rect;
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int i;
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DWORD ProcessDefaultLayout;
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if (GetProcessDefaultLayout(&ProcessDefaultLayout))
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if (ProcessDefaultLayout == LAYOUT_RTL)
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{
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GetClientRect(hWnd, &rect);
|
||
|
rectCard.left = abs(rect.right - rect.left) - rectCard.left;
|
||
|
rectCard.right = abs(rect.right - rect.left) - rectCard.right;
|
||
|
i = rectCard.left;
|
||
|
rectCard.left = rectCard.right;
|
||
|
rectCard.right = i;
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
::InvalidateRect(hWnd, &rectCard, FALSE);
|
||
|
|
||
|
}
|
||
|
|
||
|
#endif
|
||
|
|
||
|
|
||
|
/****************************************************************************
|
||
|
|
||
|
local_human::XYToCard()
|
||
|
|
||
|
returns a card slot number (or EMPTY) given a mouse location
|
||
|
|
||
|
****************************************************************************/
|
||
|
|
||
|
int local_human::XYToCard(int x, int y)
|
||
|
{
|
||
|
// check that we are in the right general area on the screen
|
||
|
|
||
|
if (y < (loc.y - POPSPACING))
|
||
|
return EMPTY;
|
||
|
|
||
|
if (y > (loc.y + card::dyCrd))
|
||
|
return EMPTY;
|
||
|
|
||
|
if (x < loc.x)
|
||
|
return EMPTY;
|
||
|
|
||
|
if (x > (loc.x + (12 * HORZSPACING) + card::dxCrd))
|
||
|
return EMPTY;
|
||
|
|
||
|
// Take first stab at card selected.
|
||
|
|
||
|
SLOT s = (x - loc.x) / HORZSPACING;
|
||
|
if (s > 12)
|
||
|
s = 12;
|
||
|
|
||
|
// If the click is ABOVE the top of the normal card location,
|
||
|
// check to see if this is a selected card.
|
||
|
|
||
|
if (y < loc.y)
|
||
|
{
|
||
|
// If the card is bSelected, then we have it. If not, it could
|
||
|
// be overhanging other cards.
|
||
|
|
||
|
if (!cd[s].IsSelected())
|
||
|
{
|
||
|
for (;;)
|
||
|
{
|
||
|
if (s == 0)
|
||
|
return EMPTY;
|
||
|
s--;
|
||
|
|
||
|
// if this card doesn't extend as far as x, give up
|
||
|
|
||
|
if ((loc.x + (s * HORZSPACING) + card::dxCrd) < x)
|
||
|
return EMPTY;
|
||
|
|
||
|
// if this card is selected, we've got it
|
||
|
|
||
|
if (cd[s].IsSelected())
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// a similar check is used to make sure we pick a card not yet played
|
||
|
|
||
|
if (!cd[s].IsInHand())
|
||
|
{
|
||
|
for (;;)
|
||
|
{
|
||
|
if (s == 0)
|
||
|
return EMPTY;
|
||
|
s--;
|
||
|
|
||
|
// if this card doesn't extend as far as x, give up
|
||
|
|
||
|
if ((loc.x + (s * HORZSPACING) + card::dxCrd) < x)
|
||
|
return EMPTY;
|
||
|
|
||
|
// if this card is selected, we've got it
|
||
|
|
||
|
if (cd[s].IsInHand())
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return s;
|
||
|
}
|
||
|
|
||
|
|
||
|
/****************************************************************************
|
||
|
|
||
|
local_human::SelectCardsToPass()
|
||
|
|
||
|
This virtual function allows mouse clicks to mean select a card to play.
|
||
|
|
||
|
****************************************************************************/
|
||
|
|
||
|
void local_human::SelectCardsToPass()
|
||
|
{
|
||
|
SetMode(SELECTING);
|
||
|
}
|
||
|
|
||
|
|
||
|
/****************************************************************************
|
||
|
|
||
|
local_human::SelectCardToPlay
|
||
|
|
||
|
Computer versions of this virtual function actually do the card selection.
|
||
|
This local_human version marks the player as ready to select a card to
|
||
|
play with the mouse, and updates the status to reflect this.
|
||
|
|
||
|
****************************************************************************/
|
||
|
|
||
|
void local_human::SelectCardToPlay(handinfotype &h, BOOL bCheating)
|
||
|
{
|
||
|
SetMode(PLAYING);
|
||
|
UpdateStatus(IDS_GO);
|
||
|
}
|
||
|
|
||
|
|
||
|
/****************************************************************************
|
||
|
|
||
|
local_human::UpdateStatus
|
||
|
|
||
|
The status bar can be updated either by manually filling m_StatusText
|
||
|
or by passing a string resource id.
|
||
|
|
||
|
****************************************************************************/
|
||
|
|
||
|
void local_human::UpdateStatus(void)
|
||
|
{
|
||
|
m_pStatusWnd->SetText(m_StatusText, 255, 0);
|
||
|
}
|
||
|
|
||
|
void local_human::UpdateStatus(int stringid)
|
||
|
{
|
||
|
status = stringid;
|
||
|
m_StatusText.LoadString(stringid);
|
||
|
UpdateStatus();
|
||
|
}
|
||
|
|
||
|
void local_human::UpdateStatus(const TCHAR *string)
|
||
|
{
|
||
|
m_StatusText = string;
|
||
|
UpdateStatus();
|
||
|
}
|
||
|
|
||
|
|
||
|
/****************************************************************************
|
||
|
|
||
|
local_human::ReceiveSelectedCards
|
||
|
|
||
|
The parameter c[] is an array of three cards being passed from another
|
||
|
player.
|
||
|
|
||
|
****************************************************************************/
|
||
|
|
||
|
void local_human::ReceiveSelectedCards(int c[])
|
||
|
{
|
||
|
for (int i = 0, j = 0; j < 3; i++)
|
||
|
{
|
||
|
if (cd[i].IsSelected())
|
||
|
cd[i].SetID(c[j++]);
|
||
|
|
||
|
ASSERT(i < MAXSLOT);
|
||
|
}
|
||
|
|
||
|
SetMode(ACCEPTING);
|
||
|
UpdateStatus(IDS_ACCEPT);
|
||
|
}
|
||
|
|
||
|
|
||
|
/****************************************************************************
|
||
|
|
||
|
local_human::WaitMessage()
|
||
|
|
||
|
Makes and shows the "Waiting for %s to move..." message
|
||
|
|
||
|
****************************************************************************/
|
||
|
|
||
|
void local_human::WaitMessage(const TCHAR *name)
|
||
|
{
|
||
|
TCHAR buf[100];
|
||
|
CString s;
|
||
|
|
||
|
s.LoadString(IDS_WAIT);
|
||
|
wsprintf(buf, s, name);
|
||
|
UpdateStatus(buf);
|
||
|
}
|