237 lines
7.7 KiB
C++
237 lines
7.7 KiB
C++
/***************************************************************************/
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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.h
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Aug 92, JimH
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May 93, JimH chico port
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Header file for class player
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hierarchy: player
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/ \
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computer human
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/ \
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local_human remote_human
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note: player and human are abstract classes.
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pos == 0 implies local human
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id == 0 implies gamemeister
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Relative to any human player, positions (pos) are arranged like this:
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2
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1 3
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0
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If the human is the gamemeister, these are also the id's.
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****************************************************************************/
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#include "card.h"
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#include "debug.h"
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#include "ddeml.h"
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#ifndef PLAYER_INC
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#define PLAYER_INC
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const int HORZSPACING = 15;
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const int VERTSPACING = 15;
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const int IDGE = 3; // EDGE was defined as something else
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const int MAXCARDSWON = 14;
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typedef int SLOT;
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enum modetype { STARTING,
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SELECTING,
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DONE_SELECTING,
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WAITING,
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ACCEPTING,
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PLAYING,
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SCORING
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};
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const int MAXSLOT = 13;
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const int ALL = -1;
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struct handinfotype {
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int playerled; // id of player led
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int turn; // whose turn? (0 to 3)
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card *cardplayed[4]; // cards in play for each player
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BOOL bHeartsBroken; // hearts broken in this hand?
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BOOL bQSPlayed; // Queen of Spades played yet?
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BOOL bShootingRisk; // someone trying to shoot the moon?
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int nMoonShooter; // id of potential shooter
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BOOL bHumanShooter; // is nMoonShooter a human player?
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};
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/* timer callback */
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#if defined (MFC1)
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UINT FAR PASCAL EXPORT TimerBadMove(HWND hWnd, UINT nMsg, int nIDEvent, DWORD dwTime);
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#else
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void FAR PASCAL EXPORT TimerBadMove(HWND hWnd, UINT nMsg, UINT nIDEvent, DWORD dwTime);
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#endif
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class CMainWindow;
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class player {
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private:
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CString name;
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CFont font;
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protected:
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int id; // position relative to gamemeister
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int position; // position relative to you
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int score;
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card cd[MAXSLOT];
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POINT loc; // location of cd[0]
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int dx, dy; // offset for rest of cards
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POINT playloc; // played cards glided to here
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POINT homeloc; // won cards glided to here
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POINT dotloc; // location of cd[0] "selected" dot
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POINT nameloc; // location of name
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modetype mode;
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int status;
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int cardswon[MAXCARDSWON];
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int numcardswon;
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public:
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player(int n, int pos);
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virtual ~player() { } // required for ~local_human
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card *Card(int s) { return &(cd[s]); }
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void DisplayHeartsWon(CDC &dc);
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void DisplayName(CDC &dc);
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int EvaluateScore(BOOL &bMoonShot);
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BOOL GetCardLoc(SLOT s, POINT& loc);
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SLOT GetSlot(int id);
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CRect &GetCoverRect(CRect& rect);
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int GetID(SLOT slot) { return cd[slot].ID(); }
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CRect &GetMarkingRect(CRect& rect);
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modetype GetMode() { return mode; }
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CString GetName() { return name; }
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int GetScore() { return score; }
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void GlideToCentre(SLOT s, BOOL bFaceup);
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void MarkCardPlayed(SLOT s) { cd[s].Play(); }
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void ResetCardsWon(void);
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void ResetLoc(void);
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void ReturnSelectedCards(int c[]);
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void Select(SLOT slot, BOOL bSelect)
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{ cd[slot].Select(bSelect); }
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void SetID(SLOT slot, int id) { cd[slot].SetID(id); }
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void SetMode(modetype m) { mode = m; }
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void SetName(CString& newname, CDC& dc);
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void SetScore(int s) { score = s; }
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void SetStatus(int s) { status = s; }
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void Sort(void);
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void WinCard(CDC &dc, card *c);
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virtual void Draw(CDC &dc, BOOL bCheating = FALSE, SLOT slot = ALL);
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virtual HCONV GetConv() { return NULL; }
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virtual BOOL IsHuman() { return FALSE; }
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virtual void MarkSelectedCards(CDC &dc);
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virtual void NotifyEndHand(handinfotype &h) = 0;
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virtual void NotifyNewRound(void) = 0;
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virtual void ReceiveSelectedCards(int c[]);
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virtual void SelectCardsToPass(void) = 0;
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virtual void SelectCardToPlay(handinfotype &h, BOOL bCheating) = 0;
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virtual void UpdateStatus(void) = 0;
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virtual void UpdateStatus(int stringid) = 0;
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virtual void UpdateStatus(const TCHAR *string) = 0;
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virtual void Quit() { }
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virtual BOOL HasQuit() { return FALSE; }
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};
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class human : public player {
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private:
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protected:
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human(int n, int pos);
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public:
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virtual BOOL IsHuman() { return TRUE; }
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#if defined(_DEBUG)
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void DebugMove(SLOT slot) { \
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TRACE1("<%d> human decides to ", id); PLAY(slot); TRACE0("\n"); }
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#endif
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};
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class remote_human : public human {
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private:
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HCONV m_hConv;
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BOOL bQuit;
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public:
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remote_human(int n, int pos, HCONV hConv);
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virtual HCONV GetConv() { return m_hConv; }
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virtual void NotifyEndHand(handinfotype &h) { }
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virtual void NotifyNewRound() { }
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virtual void SelectCardsToPass();
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virtual void SelectCardToPlay(handinfotype &h, BOOL bCheating);
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virtual void UpdateStatus() { }
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virtual void UpdateStatus(int stringid) { status = stringid; }
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virtual void UpdateStatus(const TCHAR *string) { }
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virtual void Quit() { bQuit = TRUE; }
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virtual BOOL HasQuit() { return bQuit; }
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};
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class local_human : public human {
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#if defined (MFC1)
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friend UINT FAR PASCAL EXPORT TimerBadMove(HWND, UINT, int, DWORD);
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#else
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friend void FAR PASCAL EXPORT TimerBadMove(HWND, UINT, UINT_PTR, DWORD);
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#endif
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protected:
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CBitmap m_bmStretchCard; // bitmap for card + pop length
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CStatusBarCtrl *m_pStatusWnd;
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int XYToCard(int x, int y);
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void StartTimer(card &c);
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static BOOL bTimerOn;
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static CString m_StatusText;
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public:
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local_human(int n);
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~local_human();
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BOOL IsTimerOn() { return bTimerOn; }
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BOOL PlayCard(int x, int y, handinfotype &h, BOOL bCheating,
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BOOL bFlash = TRUE);
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void PopCard(CBrush &brush, int x, int y);
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void SetPlayerId(int n) { id = n; }
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void WaitMessage(const TCHAR *name);
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virtual void Draw(CDC &dc, BOOL bCheating = FALSE, SLOT slot = ALL);
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virtual void MarkSelectedCards(CDC &dc) { return; }
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virtual void NotifyEndHand(handinfotype &h) { return; }
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virtual void NotifyNewRound(void) { return; }
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virtual void ReceiveSelectedCards(int c[]);
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virtual void SelectCardsToPass(void);
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virtual void SelectCardToPlay(handinfotype &h, BOOL bCheating);
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virtual void UpdateStatus(void);
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virtual void UpdateStatus(int stringid);
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virtual void UpdateStatus(const TCHAR *string);
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};
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#endif // PLAYER_INC
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