void CGameReviewDialog::OnPrevGame() { if (m_nGameIndex == 0) return; // SetGameIndex(m_nGameIndex-1); }
void CGameReviewDialog::OnNextGame() { if (m_nGameIndex >= m_numGamesAvailable) return; // SetGameIndex(m_nGameIndex+1); }
void CGameReviewDialog::Reset(BOOL bRefresh) { // expose all cards // theApp.SetValue(tbShowCardsFaceUp, TRUE); // and set current game SetGameIndex(m_nGameIndex, bRefresh); // and expose all the player hands // for(int i=0;i<4;i++) // PLAYER(i).ExposeCards(TRUE, FALSE); }
void CGameReviewDialog::Initialize(BOOL bRefresh) { // first call base class CMyCustomDialog::Initialize(); // then operate m_nGameIndex = 0; CTypedPtrArray<CPtrArray, CGameRecord*>& gamesArray = pDOC->GetGameRecords(); m_numGamesAvailable = gamesArray.GetSize(); BOOL bEnable = (m_numGamesAvailable > 0); // fill the games listbox m_listGameIndex.ResetContent(); int i; // NCR-FFS added here, removed below for(/*int*/ i=0;i<m_numGamesAvailable;i++) m_listGameIndex.AddString(FormString(i+1)); m_nGameIndex = 0; m_strGameInfo.Format("of %d", m_numGamesAvailable); UpdateData(FALSE); // enable/disable all controls for(i=0;i<tnumControls;i++) EnableControl(i, bEnable, TRUE); // disable the back buttons EnableControlByID(IDC_PREV, FALSE); EnableControlByID(IDC_FIRST, FALSE); EnableControlByID(IDC_PREV_GAME, FALSE); EnableControlByID(IDC_FIRST_GAME, FALSE); // expose all cards // theApp.SetValue(tbShowCardsFaceUp, TRUE); // and set current game SetGameIndex(0, bRefresh); }
void CGameReviewDialog::OnFirstGame() { SetGameIndex(0); }
void CGameReviewDialog::OnLastGame() { SetGameIndex(m_numGamesAvailable-1); }
void CGameReviewDialog::OnSelchangeGameIndex() { UpdateData(TRUE); SetGameIndex(m_nGameIndex); }
bool PokerGame::PokerGameInit() { ActivateHiloGambleGraphics = 0; SetGameIndex(Game100p); DisplayStake(); HoldHiloGraphics = false; HiloEnteredOnAP = false; for (i=0; i<MAX_AWARDS; i++) { AwardDigitColour[i] = 1; AwardValueLitState[i] = 0; } for (i=0; i<5; i++) { PokerHand[i].id = 0; PokerHand[i].hold = 0; HiloHand[i].id = 0; HiloHand[i].state = 0; } AwardTable[0][0] = 100; AwardTable[0][1] = 200; AwardTable[0][2] = 300; AwardTable[0][3] = 400; AwardTable[0][4] = 600; AwardTable[0][5] = 1000; AwardTable[0][6] = 2500; AwardTable[0][7] = 4000; AwardTable[0][8] = 6000; AwardTable[0][9] = 10000; AwardTable[0][10]= 15000; AwardTable[0][11]= 25000; AwardTable[0][12]= 50000; AwardTable[1][0] = 200; AwardTable[1][1] = 400; AwardTable[1][2] = 600; AwardTable[1][3] = 800; AwardTable[1][4] = 1200; AwardTable[1][5] = 2000; AwardTable[1][6] = 5000; AwardTable[1][7] = 8000; AwardTable[1][8] = 12000; AwardTable[1][9] = 20000; AwardTable[1][10]= 30000; AwardTable[1][11]= 50000; AwardTable[1][12]= 50000; AwardValuesX = 710; AwardValuesY[12] = 41; AwardValuesY[11] = 79; AwardValuesY[10] = 114; AwardValuesY[9] = 149; AwardValuesY[8] = 185; AwardValuesY[7] = 222; AwardValuesY[6] = 257; AwardValuesY[5] = 291; AwardValuesY[4] = 329; AwardValuesY[3] = 364; AwardValuesY[2] = 399; AwardValuesY[1] = 434; AwardValuesY[0] = 483; Object2D* allCards = OBJECT_HANDLER->GetObject2D("Cards"); allCards->GetInstance(0)->SetCurrentSprite(54); allCards->GetInstance(1)->SetCurrentSprite(54); allCards->GetInstance(2)->SetCurrentSprite(54); allCards->GetInstance(3)->SetCurrentSprite(54); allCards->GetInstance(4)->SetCurrentSprite(54); InitializeCardButtonArray(); return true; }