本文整理汇总了C++中CCard::GetName方法的典型用法代码示例。如果您正苦于以下问题:C++ CCard::GetName方法的具体用法?C++ CCard::GetName怎么用?C++ CCard::GetName使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类CCard
的用法示例。
在下文中一共展示了CCard::GetName方法的9个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: PlaySecond
//
// PlaySecond()
//
// default implementation, generally should be overridden in derived classes
//
CCard* CPlayEngine::PlaySecond()
{
CPlayerStatusDialog& status = *m_pStatusDlg;
status << "5PLAY2! Playing second, using default player logic.\n";
// get play info
int nDummyPos = pDOC->GetDummyPosition();
CCard* pCardLed = pDOC->GetCurrentTrickCardLed();
int nSuitLed = pCardLed->GetSuit();
int nFaceValue = pCardLed->GetFaceValue();
CCard* pCurrTopCard = pDOC->GetCurrentTrickHighCard();
int nTrumpSuit = pDOC->GetTrumpSuit();
CSuitHoldings& suit = m_pHand->GetSuit(nSuitLed);
// card to play
CCard* pCard = NULL;
// second hand low
int numCardsInSuit = suit.GetNumCards();
if (numCardsInSuit > 0)
{
// default behavior -- just play the low card
pCard = m_pHand->GetSuit(nSuitLed).GetBottomCard();
if (numCardsInSuit > 1)
{
if (*pCard < *pCurrTopCard)
status << "PLY2C1! Play second hand low with the " & pCard->GetFaceName() & ".\n";
else
status << "PLY2C2! As second hand, we play the lowest card we have in the suit, the " & pCard->GetFaceName() & ".\n";
}
else
{
status << "PLY2C4! Play our only " & STSS(nSuitLed) & ", the " & pCard->GetFaceName() & ".\n";
}
}
else
{
// no cards in the suit led
// trump here if possible
if (m_pHand->GetNumTrumps() > 0)
{
//
CSuitHoldings& trumpSuit = m_pHand->GetSuit(nTrumpSuit);
// see if partner would win the suit otherwise
CGuessedSuitHoldings& partnerSuit = m_pPlayer->GetGuessedHand(m_nPartnerPosition)->GetSuit(nSuitLed);
CCardList outstandingCards;
GetOutstandingCards(nSuitLed, outstandingCards);
if (partnerSuit.AreAllCardsIdentified() && partnerSuit.HasCard(outstandingCards[0]->GetFaceValue()))
{
// partner may win the trick, so discard
status << "PLY2K1! We could trump here, but we know partner holds the " & outstandingCards[0]->GetName() &
" and can win the trick, so discard the " & pCard->GetName() & ".\n";
}
else
{
// trump here if possible
// but first see if we're playing ahead of dummy (dummy is to our left),
// and dummy is also void in the suit
CGuessedHandHoldings* pDummyHand = m_pPlayer->GetGuessedHand(nDummyPos);
if ((m_pLHOpponent == pDOC->GetDummyPlayer()) &&
(pDummyHand->GetSuit(nSuitLed).GetNumRemainingCards() == 0) &&
(pDummyHand->GetSuit(nTrumpSuit).GetNumRemainingCards() > 0))
{
// dummy is also void, so trump if we have a trump higher than dummy's
CGuessedCard* pDummyTopTrump = pDummyHand->GetSuit(nTrumpSuit).GetAt(0);
if (trumpSuit.GetNumCardsAbove(pDummyTopTrump->GetFaceValue()) > 0)
{
// go ahead and ruff
pCard = trumpSuit.GetLowestCardAbove(pDummyTopTrump->GetFaceValue());
status << "PLY2M1! Trump here, making sure to thwart dummy's " & pDummyTopTrump->GetFaceName() &
" of trumps by playing the " & pCard->GetFaceName() & ".\n";
}
else
{
// dummy would overtrump
pCard = GetDiscard();
status << "PLY2M2! We'd like to trump here, but Dummy may overruff, so discard the " & pCard->GetName() & ".\n";
}
}
else
{
// safe to trump -- play the lowest trump
pCard = trumpSuit.GetBottomCard();
status << "PLY2P1! Trump with the " & pCard->GetFaceName() & ".\n";
}
}
}
else
{
// discard
pCard = GetDiscard();
status << "PLY2Y! We have no " & SuitToString(nSuitLed) & ", so discard the " & pCard->GetName() & ".\n";
}
}
//
//.........这里部分代码省略.........
示例2: PlayBestCard
//
// PlayBestCard()
//
// called on the third and fourth hand plays to try to win the trick
//
CCard* CPlayEngine::PlayBestCard(int nPosition)
{
CPlayerStatusDialog& status = *m_pStatusDlg;
// status << "2PLAY3! Playing best card.\n";
// get play info
CCard* pCurrentCard = pDOC->GetCurrentTrickCardLed();
int nSuitLed = pCurrentCard->GetSuit();
int nTopPos;
CCard* pCurrTopCard = pDOC->GetCurrentTrickHighCard(&nTopPos);
CString strTopCardPos = PositionToString(nTopPos);
BOOL bPartnerHigh = FALSE;
int nCurrentRound = pDOC->GetPlayRound();
int nCurrentSeat = pDOC->GetNumCardsPlayedInRound() + 1;
CCard* pPartnersCard = pDOC->GetCurrentTrickCard(m_pPartner->GetPosition());
if (pPartnersCard == pCurrTopCard)
bPartnerHigh = TRUE;
//
int nTrumpSuit = pDOC->GetTrumpSuit();
int numCardsInSuitLed = m_pHand->GetNumCardsInSuit(nSuitLed);
// card to play
CCard* pCard = NULL;
//
// first see if somebody trumped in this hand
//
if ((pDOC->WasTrumpPlayed()) && (nTrumpSuit != nSuitLed))
{
// a trump has been played
// see whether it was played by partner or by an opponent
if (bPartnerHigh)
{
// partner trumped -- leave it alone for now
pCard = GetDiscard();
status << "PLAYB10! We let partner's " & pCurrTopCard->GetName() & " trump ride and discard the " &
pCard->GetName() & ".\n";
}
else
{
// it was an opponent that did the trumping
// see if we can overtrump
CSuitHoldings& trumpSuit = m_pHand->GetSuit(nTrumpSuit);
CCard* pTopTrump = NULL;
if (trumpSuit.GetNumCards() > 0)
pTopTrump = trumpSuit.GetTopCard();
if ((numCardsInSuitLed == 0) && (pTopTrump) && (*pTopTrump > *pCurrTopCard))
{
// get the lowest trump that wil top the current top trump
int numTopCards = trumpSuit.GetNumCardsAbove(pCurrTopCard);
pCard = trumpSuit[numTopCards-1];
status << "PLAYB20! We can overtrump " & strTopCardPos & "'s " & pCurrTopCard->GetName() &
" with the " & pCard->GetFaceName() & ".\n";
}
else
{
// no chance to win, so discard
pCard = GetDiscard();
if ((numCardsInSuitLed == 0) && (trumpSuit.GetNumCards() > 0))
status << "PLAYB22! We can't overtrump " & strTopCardPos & "'s " &
pCurrTopCard->GetFaceName() & ", so discard the " & pCard->GetName() & ".\n";
else
status << "PLAYB23! We can't beat the opponent's " & pCurrTopCard->GetFaceName() &
" of trumps, so discard the " & pCard->GetName() & ".\n";
}
}
}
else
{
// else nobody has played a trump this round, _or_ a trump was led
// see if we can play trumps
if (numCardsInSuitLed > 0)
{
// nope, gotta follow the suit that was led, trumps or otherwise
// if we can beat the current top card, do so with the cheapest card
CSuitHoldings& suit = m_pHand->GetSuit(nSuitLed);
if (*(suit.GetTopCard()) > *pCurrTopCard)
{
// but see if the top card is partner's
if (bPartnerHigh)
{
// see if we should unblock here
if (ISSUIT(nTrumpSuit) && (nCurrentRound == 0) &&
(suit.GetNumHonors() == 1))
{
// first round in an NT contract, with one honor
// in the suit -- unblock
pCard = suit.GetTopCard();
if (suit.GetNumCards() > 1)
status << "PLAYB30! Drop the " & pCard->GetFaceName() &
" here to unblock the suit for partner.\n";
}
else
{
// else this is not an unblocking situation
if (nCurrentSeat == 4)
//.........这里部分代码省略.........
示例3: Update
void CStatusPlayPlanPage::Update()
{
// return if not all inits are complete
if ((!m_bInitialized) || (pDOC == NULL))
return;
if (!theApp.IsGameInProgress())
{
m_strDeclarer = "None";
UpdateData(FALSE);
return;
}
// clear existing items
m_listPlayPlan.DeleteAllItems();
// get the declarer & his play engine
int nDeclarer = pDOC->GetDeclarerPosition();
if (!ISPLAYER(nDeclarer))
return;
CPlayer* pPlayer = pDOC->GetDeclarer();
CDeclarerPlayEngine* pPlayEngine = pPlayer->GetDeclarerEngine();
CPlayList& playPlan = pPlayEngine->GetPlayPlan();
// list declarer
m_strDeclarer.Format("%s", PositionToString(pPlayer->GetPosition()));
// & number of available plays
int nCount = playPlan.GetSize();
m_strNumPlays.Format("%d",nCount);
// also list the current play
const CPlay* pPlay = pPlayEngine->GetCurrentPlay();
CString strFailedPlay = pPlayEngine->GetFailedPlayName();
if (pPlay)
m_strCurrentPlay = (const_cast<CPlay*>(pPlay))->GetDescription();
else if (!strFailedPlay.IsEmpty())
m_strCurrentPlay = strFailedPlay;
else
m_strCurrentPlay = "None";
// now list the plays
for(int i=0;i<nCount;i++)
{
CPlay* pPlay = playPlan[i];
// set number
m_listPlayPlan.InsertItem(i, FormString(i+1));
// set name
m_listPlayPlan.SetItem(i, 1, LVIF_TEXT, pPlay->GetPlayTypeName(), 0, 0, 0, 0L);
// add description
m_listPlayPlan.SetItem(i, 2, LVIF_TEXT, pPlay->GetDescription(), 0, 0, 0, 0L);
// add winner coded
int nProspect = pPlay->GetPlayProspect();
m_listPlayPlan.SetItem(i, 3, LVIF_TEXT, szProspectDescription[nProspect], 0, 0, 0, 0L);
// add consumed card
CCard* pConsumedCard = pPlay->GetConsumedCard();
m_listPlayPlan.SetItem(i, 4, LVIF_TEXT, (pConsumedCard? pConsumedCard->GetName() : ""), 0, 0, 0, 0L);
// add target card
CCard* pTargetCard = pPlay->GetTargetCard();
m_listPlayPlan.SetItem(i, 5, LVIF_TEXT, (pTargetCard? pTargetCard->GetName() : ""), 0, 0, 0, 0L);
// add key cards
CCardList* pKeyCards = pPlay->GetKeyCardsList();
m_listPlayPlan.SetItem(i, 6, LVIF_TEXT, (pKeyCards? pKeyCards->GetHoldingsString() : ""), 0, 0, 0, 0L);
// add OR-Key cards
CCardList* pORKeyCards = pPlay->GetOrKeyCardsList();
m_listPlayPlan.SetItem(i, 7, LVIF_TEXT, (pORKeyCards? pORKeyCards->GetHoldingsString() : ""), 0, 0, 0, 0L);
// add OR-Key cards 2
CCardList* pORKeyCards2 = pPlay->GetOrKeyCardsList2();
m_listPlayPlan.SetItem(i, 8, LVIF_TEXT, (pORKeyCards2? pORKeyCards2->GetHoldingsString() : ""), 0, 0, 0, 0L);
// add opponents' key cards
CCardList* pOppKeyCards = pPlay->GetEnemyKeyCardsList();
m_listPlayPlan.SetItem(i, 9, LVIF_TEXT, (pOppKeyCards? pOppKeyCards->GetHoldingsString() : ""), 0, 0, 0, 0L);
// add opponents' OR-Key cards
CCardList* pOppORKeyCards = pPlay->GetEnemyOrKeyCardsList();
m_listPlayPlan.SetItem(i, 10, LVIF_TEXT, (pOppORKeyCards? pOppORKeyCards->GetHoldingsString() : ""), 0, 0, 0, 0L);
// add required played cards
CCardList* pReqPlayedCards = pPlay->GetRequiredPlayedCardsList();
m_listPlayPlan.SetItem(i, 11, LVIF_TEXT, (pReqPlayedCards? pReqPlayedCards->GetHoldingsString() : ""), 0, 0, 0, 0L);
}
// done
UpdateData(FALSE);
m_nPrevTooltipIndex = -1;
}
示例4: GetLeadCard
//
// GetLeadCard()
//
CCard* CPlayEngine::GetLeadCard()
{
// default implementation
CPlayerStatusDialog& status = *m_pStatusDlg;
CCard* pLeadCard = NULL;
int nTrumpSuit = pDOC->GetTrumpSuit();
// look to see if we have any winners
if (m_pHand->GetNumWinners() > 0)
{
// return the first winner found
// but avoid the trump suit unless there are no other winners
int nSuit = NONE;
if (ISSUIT(nTrumpSuit))
nSuit = GetNextSuit(nTrumpSuit);
else
nSuit= CLUBS; // else start with the club suit
//
for(int i=0;i<4;i++)
{
CSuitHoldings& suit = m_pHand->GetSuit(nSuit);
if ((suit.GetNumTopCards() > 0) && (nSuit != nTrumpSuit))
{
pLeadCard = suit.GetTopSequence().GetBottomCard();
status << "PLYLDA! With no other obvious plays, cash a winner with the " & pLeadCard->GetName() & ".\n";
ASSERT(m_pHand->HasCard(pLeadCard));
return pLeadCard;
}
// else look at the next suit
nSuit = GetNextSuit(nSuit);
}
}
// if we have a card in an unbid suit, lead from that suit.
CArray<int,int> suitsUnbid;
int numSuitsUnbid = pDOC->GetSuitsUnbid(suitsUnbid);
for(int i=0;i<numSuitsUnbid;i++)
{
CSuitHoldings& suit = m_pHand->GetSuit(suitsUnbid[i]);
if (suit.GetNumCards() > 0)
{
pLeadCard = suit.GetBottomCard();
status << "PLYLDB! With no other clear plays available, lead a card from the unbid " &
STSS(pLeadCard->GetSuit()) & " suit.\n";
ASSERT(m_pHand->HasCard(pLeadCard));
return pLeadCard;
}
}
// no winners in hand, so just lead anything
if (ISSUIT(nTrumpSuit))
{
// playing in a suit contract
// if we have any trumps left, _and_ have a singleton, then lead it
if ((m_pHand->GetNumTrumps() > 0) && (m_pHand->GetNumSingletons() > 0))
{
// search for the singleton suit
BOOL bSuitFound = FALSE;
int nSuit;
for(int i=3;i>=0;i--)
{
nSuit = m_pHand->GetSuitsByLength(3);
if (m_pHand->GetNumCardsInSuit(nSuit) > 1)
break; // oops, no more singletons
// check if this is a non-trump singleton suit
if ((m_pHand->GetNumCardsInSuit(nSuit) == 1) && (nSuit != nTrumpSuit))
{
bSuitFound = TRUE;
break;
}
}
// lead a card from the suit
if (bSuitFound)
{
CSuitHoldings& suit = m_pHand->GetSuit(nSuit);
pLeadCard = suit[0];
status << "PLYLDC! Lead the singleton " & pLeadCard->GetName() & " in the hopes of setting up a ruff later.\n";
ASSERT(m_pHand->HasCard(pLeadCard));
return pLeadCard;
}
}
// else we're stuck -- just lead a card from the worst suit
// (i.e., keep the "good" suits alive)
for(int i=3;i>=0;i--)
{
int nSuit = m_pHand->GetSuitsByPreference(i);
// avoid leading from the trump suit if we can help it
if (nSuit == nTrumpSuit)
continue;
// else lead from this suit
if (m_pHand->GetNumCardsInSuit(nSuit) > 0)
{
pLeadCard = m_pHand->GetSuit(nSuit).GetBottomCard();
ASSERT(m_pHand->HasCard(pLeadCard));
return pLeadCard;
}
//.........这里部分代码省略.........
示例5: Perform
//.........这里部分代码省略.........
{
case 0:
// we're leading, player #0
if (bPlayingInHand)
{
// playing from our own hand (declarer) and cashing in hand
if (m_nTargetHand == IN_HAND)
{
// cashing from hand -- check to be sure the other hand has losers
// i.e., don't discard a winner on a winner UNLESS both hands
// have nothing but winners, OR the other hand has only one card,
// a winner that's lower than the top card in this hand,
// AND this hand has only winners
// this is because we don't want to end up stranded in the wrong hand
// examples:
// ---------
// from Kx/A -- don't lead the King!
// Kxx/AQ -- again, don't lead the King
// KJ/Q -- we _can_ lead the K (in fact, we should)
// KQJ/T9 -- doesn't matter
// Qx/AKJ -- doesn't matter
if ((dummySuit.GetNumCards() == 1) && (combinedSuit.GetNumDummyLosers() == 0) &&
(combinedSuit.GetNumDeclarerLosers() == 0) && (*dummySuit[0] < *m_pConsumedCard))
{
// this is a special case, so it's OK
}
else if ((dummySuit.GetNumCards() > 0) && (combinedSuit.GetNumDummyLosers() == 0) &&
(combinedSuit.GetNumDeclarerLosers() > 0) &&
(combinedSuit.GetNumDummyWinners() < declarerSuit.GetNumCards()) &&
(*dummySuit[0] > *declarerSuit[0]) &&
(declarerEngine.GetNumDeclarerEntries() == 1) )
{
// here, nothing but higher winners in dummy, which is shorter than hand
status << "5PLCSH02! We could cash the " & m_pConsumedCard->GetName() &
" from hand, but dummy has no losers to discard in the suit and could get stranded there.\n";
m_nStatusCode = PLAY_INACTIVE;
return PLAY_POSTPONE;
}
// proceed
pPlayCard = m_pConsumedCard;
status << "PLCSH10! Cash the " & pPlayCard->GetName() &
" from hand.\n";
}
else
{
// playing from hand. but cashing from dummy,
// lead a low card from hand
if (declarerSuit.GetNumCards() > 0)
{
// we have cards in the suit
// if (combinedSuit.GetNumDeclarerLosers() > 0)
if (declarerSuit.GetNumCardsBelow(m_pConsumedCard) > 0)
{
// lead a low card, but test first
pPlayCard = declarerSuit.GetBottomCard();
if ( combinedSuit .AreEquivalentCards(pPlayCard, m_pConsumedCard) &&
// (declarerSuit.GetNumCards() > 1) && (ombinedSuit.GetNumDummyLosers() > 0) )
(combinedSuit.GetNumDummyLosers() > 0) )
{
// oops, the "low" card is equivalent to the cash card!
status << "4PLCSH15! Oops, the lowest card we can lead from hand for the cash is the " &
pPlayCard->GetFaceName() & ", which is equivalent to the " &
m_pConsumedCard->GetFaceName() & ", so skip the cash play.\n";
m_nStatusCode = PLAY_INACTIVE;
return PLAY_POSTPONE;
}
示例6: Perform
//
// Perform()
//
PlayResult CForce::Perform(CPlayEngine& playEngine, CCombinedHoldings& combinedHand,
CCardLocation& cardLocation, CGuessedHandHoldings** ppGuessedHands,
CPlayerStatusDialog& status, CCard*& pPlayCard)
{
// a "force" is a play of the lowest possible card that will force out
// a key enemy card
// check which hand this is
int nOrdinal = pDOC->GetNumCardsPlayedInRound();
CPlayer* pPlayer = playEngine.GetPlayer();
BOOL bPlayingInHand = (pDOC->GetCurrentPlayer() == pPlayer);
CHandHoldings& playerHand = *(combinedHand.GetPlayerHand());
CHandHoldings& dummyHand = *(combinedHand.GetPartnerHand());
CCombinedSuitHoldings& combinedSuit = combinedHand.GetSuit(m_nSuit);
CSuitHoldings& playerSuit = playerHand.GetSuit(m_nSuit);
CSuitHoldings& dummySuit = dummyHand.GetSuit(m_nSuit);
CCard* pCardLed = pDOC->GetCurrentTrickCardByOrder(0);
int nSuitLed = NONE;
if (pCardLed)
nSuitLed = pCardLed->GetSuit();
// see if a trump was played in this round
BOOL bTrumped = FALSE;
if ((nSuitLed != pDOC->GetTrumpSuit()) && (pDOC->WasTrumpPlayed()))
bTrumped = TRUE;
pPlayCard = NULL;
// test preconditions
if (!CPlay::IsPlayUsable(combinedHand, playEngine))
{
m_nStatusCode = PLAY_INACTIVE;
return PLAY_POSTPONE;
}
//
// test to make sure that the required played cards have indeed been played
//
if (m_pRequiredPlayedCardsList)
{
// check if any of the cards that should have benen played
// are still outstanding
for(int i=0;i<m_pRequiredPlayedCardsList->GetNumCards();i++)
{
CCard* pCard = (*m_pRequiredPlayedCardsList)[i];
if (playEngine.IsCardOutstanding(pCard))
{
status << "5PLFRCA! The force play of the " & m_pConsumedCard->GetFaceName() &
" to force out the " & m_nTargetCardVal &
" is not yet viable as the card [" & pCard->GetFaceName() &
"] is still outstanding.\n";
m_nStatusCode = PLAY_INACTIVE;
return PLAY_POSTPONE;
}
}
}
//
// check our position in the play
//
switch(nOrdinal)
{
case 0:
// we're leading, player #0
if (bPlayingInHand)
{
// playing from our own hand (declarer)
if (m_nTargetHand == IN_HAND)
{
// play the card necessary to force the opponent
pPlayCard = playerSuit.GetHighestCardBelow(m_nTargetCardVal);
// NCR check that dummy does not have a singleton honor that's same value as our lead
if(dummySuit.IsSingleton()
&& ((dummySuit.GetTopCard()->GetFaceValue() > pPlayCard->GetFaceValue()) // NCR-28
|| (combinedHand.AreEquivalentCards(pPlayCard, dummySuit.GetTopCard()))))
pPlayCard = playerSuit.GetBottomCard(); // NCR get lowest card
if (pPlayCard == NULL)
{
status << "4PLFRC02! Error in force play -- no cards in declarer hand usable in a force play.\n";
m_nStatusCode = PLAY_ERROR;
return m_nStatusCode;
}
status << "PLFRC04! Play the " & pPlayCard->GetName() &
" from hand to force out the opponents' " & CardValToString(m_nTargetCardVal) & ".\n";
}
else
{
// forcing from dummy, so lead a low card
if (playerSuit.GetNumCards() > 0)
{
pPlayCard = playerSuit.GetBottomCard();
status << "PLFRC06! Lead a low " & STSS(m_nSuit) &
" (" & pPlayCard->GetFaceName() &
") from hand to trigger a force play in dummy.\n";
}
else
{
// oops, no card in the suit to lead!
//.........这里部分代码省略.........
示例7: WriteFilePBN
//.........这里部分代码省略.........
{
// NCR Include ContractToString() here as PBN file does NOT have space before X
CString strBid;
strBid.Format("%d%s",
BID_LEVEL(m_nContract),
szSuitNameShort[BID_SUIT(m_nContract)]);
int nModifier = pDOC->GetContractModifier();
if (nModifier > 0)
strBid += FormString("%s", ((nModifier == 1)? "X" : "XX")); // w/o space
WriteLine(TAG_CONTRACT, strBid); // NCR replaced ContractToString(m_nContract)
}
else
WriteLine(TAG_CONTRACT, "?");
// Result tag
if (m_numTricksPlayed == 13)
WriteLine(TAG_RESULT, FormString("%d", m_numTricksWon[m_nContractTeam])); // NCR removed extra "s
else
WriteLine(TAG_RESULT, "?");
//
// write out the hands in comment form
//
CString strHands = "{\r\n" + pDOC->FormatOriginalHands() + "}";
WriteLine(strHands);
//
// write out auction
//
CString strBids = FormString("[Auction \"%c\"]", PositionToChar(m_nDealer)); // NCR Lowercased
if (m_numBidsMade > 0)
strBids += "\r\n";
nPos = m_nDealer;
for(i=0;i<m_numBidsMade;i++)
{
strBids += FormString("%s ", ::BidToPBNString(m_nBiddingHistory[i]));
nPos = ::GetNextPlayer(nPos);
if ( (((i+1) % 4) == 0) && (i < m_numBidsMade-1) )
strBids += "\r\n";
}
// add marker if needed
if (!ISBID(m_nContract))
strBids += "\r\n*";
// and write out
WriteLine(strBids);
//
// write out plays
//
CString strPlays = FormString("[Play \"%c\"]", PositionToChar(m_nGameLead)); // NCR Lowercased
if (m_numTricksPlayed> 0)
strPlays += "\r\n";
bool bLastRowFnd = false; // NCR added - only output single row with -s
for(i=0;i<m_numTricksPlayed;i++)
{
int nPos = m_nGameLead;
for(int j=0;j<4;j++)
{
CCard* pCard = m_pGameTrick[i][nPos];
if (pCard == NULL) {
strPlays += "- ";
bLastRowFnd = true; // NCR this row will end the output
}
else
strPlays += FormString("%s ", pCard->GetName());
nPos = ::GetNextPlayer(nPos);
} // end for(j) thru poisitions
if (i < m_numTricksPlayed-1)
strPlays += "\r\n";
if(bLastRowFnd)
break; // NCR finished output plays on line with -s
} // end for(i) thru tricks
// add marker if needed
if (m_numTricksPlayed < 13)
strPlays += "\r\n*";
// and write out
WriteLine(strPlays);
// Generator Tag
WriteLine(TAG_GENERATOR, FormString("Easy Bridge version %s", theApp.GetProgramVersionString()));
// Description Tag
WriteLine(TAG_DESCRIPTION, m_strFileDescription);
// blank line
// SkipLine();
//
// write out the auction
//
//
// All done
//
ar.Flush();
return TRUE;
}
示例8: WriteFile
//
//---------------------------------------------------------
//
BOOL CEasyBDoc::WriteFile(CArchive& ar)
{
pFile = ar.GetFile();
ASSERT(pFile != NULL);
int i,j,numCards;
CString strTemp,strHand;
// write the data
//
//-----------------------------------------------------
//
// first the file ID
//
WriteBlockHeader(BLOCK_FILEINFO);
WriteString(ITEM_PROGRAM_ID,(LPCTSTR)theApp.GetValue(tstrProgramTitle));
WriteInt(ITEM_MAJOR_VERSIONNO,theApp.GetValue(tnProgramMajorVersion));
WriteInt(ITEM_MINOR_VERSIONNO,theApp.GetValue(tnProgramMinorVersion));
WriteInt(ITEM_INCREMENT_VERSIONNO,theApp.GetValue(tnProgramIncrementVersion));
WriteInt(ITEM_BUILD_NUMBER,theApp.GetValue(tnProgramBuildNumber));
WriteString(ITEM_BUILD_DATE,(LPCTSTR)theApp.GetValue(tstrProgramBuildDate));
CTime time = CTime::GetCurrentTime();
strTemp.Format(" %s",(LPCTSTR)time.Format("%c"));
WriteString(ITEM_FILE_DATE,strTemp);
SkipLine();
// then the file description
WriteBlockHeader(BLOCK_FILEDESC);
WriteString(ITEM_NONE,m_strFileDescription);
// SkipLine();
//
//-----------------------------------------------------
//
// hand information
//
WriteBlockHeader(BLOCK_HANDINFO);
// first the current hand
for(i=0;i<4;i++)
{
numCards = PLAYER(i).GetNumCards();
strHand.Empty();
for(j=0;j<numCards;j++)
{
strHand += PLAYER(i).GetCardByPosition(j)->GetName();
strHand += " ";
}
switch(i)
{
case NORTH:
WriteString(ITEM_CURRHAND_NORTH,strHand);
break;
case EAST:
WriteString(ITEM_CURRHAND_EAST,strHand);
break;
case SOUTH:
WriteString(ITEM_CURRHAND_SOUTH,strHand);
break;
case WEST:
WriteString(ITEM_CURRHAND_WEST,strHand);
break;
}
}
// then the original hand
for(i=0;i<4;i++)
{
if (pVIEW->GetCurrentMode() == CEasyBView::MODE_CARDLAYOUT)
{
numCards = PLAYER(i).GetNumCards();
strHand.Empty();
for(j=0;j<numCards;j++)
{
strHand += PLAYER(i).GetCardByPosition(j)->GetName();
strHand += " ";
}
}
else
{
strHand.Empty();
for(j=0;j<13;j++)
{
strHand += PLAYER(i).GetInitialHandCard(j)->GetName();
strHand += " ";
}
}
switch(i)
{
case NORTH:
WriteString(ITEM_ORIGHAND_NORTH,strHand);
break;
case EAST:
WriteString(ITEM_ORIGHAND_EAST,strHand);
break;
case SOUTH:
//.........这里部分代码省略.........
示例9: Perform
//.........这里部分代码省略.........
// playing second -- may be able to ruff here, intended or not
if (nSuitLed == nTrumpSuit)
{
// but not if a trump was led
m_nStatusCode = PLAY_POSTPONE;
return m_nStatusCode;
}
// an unintended ruff is OK only if the card led is not a trump card,
// _and_ we have zero cards in the suit in the appropriate hand
if ( ((m_nTargetHand == IN_HAND) && (playerHand.GetNumCardsInSuit(nSuitLed) == 0)) ||
((m_nTargetHand == IN_DUMMY) && (dummyHand.GetNumCardsInSuit(nSuitLed) == 0)) )
{
status << "3PLRUF20! We can ruff in the suit led by the opponent.\n";
}
else
{
// status << "3PLRUF21! A ruff here is not possible.\n";
m_nStatusCode = PLAY_POSTPONE;
return m_nStatusCode;
}
// see which hand this is
if (bPlayingInHand)
{
// playing second in hand -- see where the ruff is
if (m_nTargetHand == IN_HAND)
{
// ruff here
CSuitHoldings& playerTrumps = playerHand.GetSuit(nTrumpSuit);
if (playerTrumps.GetNumCards() > 0)
{
pPlayCard = playerTrumps.GetBottomCard();
status << "PLRUF30! Ruff in hand with the " & pPlayCard->GetName() & ".\n";
}
else
{
status << "4PLRUF32! Error - no trumps left in hand to use in a ruff.\n";
m_nStatusCode = PLAY_ERROR;
return m_nStatusCode;
}
}
else
{
// we'll be ruffing in dummy later, so discard
pPlayCard = playEngine.GetDiscard();
status << "PLRUF34! We'll be ruffing in dummy, so discard the " &
pPlayCard->GetName() & " from hand.\n";
}
}
else
{
// playing second in dummy -- see where the finese card is located
if (m_nTargetHand == IN_DUMMY)
{
// ruff here
CSuitHoldings& dummyTrumps = dummyHand.GetSuit(nTrumpSuit);
if (dummyTrumps.GetNumCards() > 0)
{
pPlayCard = dummyTrumps.GetBottomCard();
status << "PLRUF40! Ruff in dummy with the " & pPlayCard->GetName() & ".\n";
}
else
{
status << "4PLRUF42! Error - no trumps left in dummy to use in a ruff.\n";
m_nStatusCode = PLAY_ERROR;