//
//=========================================================
//
// RespondToConvention()
//
// respond to partner's preemptive shutout bid of 3, 4, or 5
//
BOOL CShutoutBidsConvention::RespondToConvention(const CPlayer& player, 
											     const CConventionSet& conventions, 
											     CHandHoldings& hand, 
											     CCardLocation& cardLocation, 
												 CGuessedHandHoldings** ppGuessedHands,
											     CBidEngine& bidState,  
											     CPlayerStatusDialog& status)
{
	// first see if another convention is active
	if (bidState.GetActiveConvention())
		return FALSE;

	//
	// Bidding in response to an opening preemptive shutout bid? 
	// check requirements
	//
	int nPartnersBid = bidState.nPartnersBid;
	int nPartnersBidLevel = bidState.nPartnersBidLevel;
	int nPartnersSuit = bidState.nPartnersSuit;

	//
	// check to see if partner did in fact make a shutout bid
	//
	if (((nPartnersBidLevel >= 3) &&  (nPartnersBidLevel <= 5)) && 
						(bidState.m_numPartnerBidsMade == 1) &&
						(nPartnersSuit != NOTRUMP) &&
						(bidState.m_bPartnerOpenedForTeam))
	{
		// okay, met requirements
	}
	else
	{
		// failed the test
		return FALSE;
	}

	//
	// in general, pass a shutout bid unless we have an exceedingly 
	// strong hand
	//
	 
	// first state expectations
	bidState.m_fPartnersMin = OPEN_PTS(6);
	bidState.m_fPartnersMax = OPEN_PTS(9);
	status << "SHUTR0! Partner made a preemptive " & bidState.szPB & 
			  " bid, showing a " & 
			  ((bidState.nPartnersBidLevel==3)? 7:(bidState.nPartnersBidLevel==4)? 8:9) &
			  "-card " & bidState.szPSS & " suit with no tricks outside the suit, and most likely " &
			  bidState.m_fPartnersMin & "-" & bidState.m_fPartnersMax & " points.\n";

	// adjust team point estimates
	double fPts = bidState.fPts;
	double fAdjPts = bidState.fAdjPts;
	double fCardPts = bidState.fCardPts;
	bidState.m_fMinTPPoints = fAdjPts + bidState.m_fPartnersMin;
	bidState.m_fMaxTPPoints = fAdjPts + bidState.m_fPartnersMax;
	bidState.m_fMinTPCPoints = fCardPts + bidState.m_fPartnersMin;
	bidState.m_fMaxTPCPoints = fCardPts + bidState.m_fPartnersMax;

	// raise a 3 bid to game if we have enough to make game
	// the requiremetns are:
	// 1: 4 cards in the suit,
	// 2: 5 playing tricks for a major suit, or 6 for a minor
	// 3: 2 QT's, and
	// 4: >= 26 team pts for a major game, or >= 29 pts for a minor game
	int nBid;
	int numSupportCards = bidState.numSupportCards;
	int nPartnersSuitSupport = bidState.nPartnersSuitSupport;
	double numQuickTricks = bidState.numQuickTricks;
	int numLikelyWinners = bidState.numLikelyWinners;
	double fMinTPPoints = bidState.m_fMinTPPoints;
	double fMaxTPPoints = bidState.m_fMaxTPPoints;
	
	//
	if ((nPartnersBidLevel == 3) && (ISMAJOR(nPartnersSuit)) &&
		(numSupportCards >= 4) && (numQuickTricks >= 2) && 
		(numLikelyWinners >= 5) && (fMinTPPoints >= PTS_GAME)) 
	{
		nBid = MAKEBID(nPartnersSuit,4);
		status << "SHUTR2! We have " & fCardPts & "/" & fPts & "/" & fAdjPts & 
				  " points in hand, for a total of " & fMinTPPoints & "-" & fMaxTPPoints &
				  " points in the partnership, strong support for partner's long " &
				  bidState.szPSS & " suit (holding " & bidState.szHP & 
				  "), plus " & numQuickTricks & " QTs and " & numLikelyWinners & 
				  " likely winners, so we can safely bid game at " & BTS(nBid) & ".\n";
		bidState.SetBid(nBid);
		return TRUE;
	}

	// raise a minor to game as above, but with 5-card
	// support && 6+ winners && 28+ TPs
	if ((nPartnersBidLevel <= 4)  && (ISMINOR(nPartnersSuit)) &&
		(numSupportCards >= 5) && (numQuickTricks >= 2) && 
		(numLikelyWinners >= 6) && (fMinTPPoints >= PTS_MINOR_GAME)) 
	{
		nBid = MAKEBID(nPartnersSuit,5);
		status << "SHUTR4! We have " & fCardPts & "/" & fPts & "/" & fAdjPts & 
				  " points in hand, for a total of " & fMinTPPoints & "-" & fMaxTPPoints &
				  " points in the partnership, strong support for partner's long " &
				  bidState.szPSS & " suit (holding " & bidState.szHP & 
				  "), plus " & numQuickTricks & " QTs and " & numLikelyWinners & 
				  " likely winners, so we can safely bid a minor game at " & BTS(nBid) & ".\n";
		bidState.SetBid(nBid);
		return TRUE;
	}

	// raise a 3 or 4 bid to slam with strong support,
	// >= 32 TPs, and 4 QTs
	if ((nPartnersBidLevel < 5) && (nPartnersSuitSupport >= SS_GOOD_SUPPORT) &&
		(numQuickTricks >= 4) && (fMinTPPoints >= PTS_SLAM)) 
	{
		nBid = MAKEBID(nPartnersSuit,6);
		status << "SHUTR6! We have " & fCardPts & "/" & fPts & "/" & fAdjPts & 
				  " points in hand, for a total of " & fMinTPPoints & "-" & fMaxTPPoints &
				  " points in the partnership, " & bidState.SLTS(nPartnersSuit) &
				  " support for partner's long " & bidState.szPSS & 
				  " suit (holding " & bidState.szHP & "), plus " & numQuickTricks & 
				  " QTs, so we can safely bid a slam at " & BTS(nBid) & ".\n";
		bidState.SetBid(nBid);
		return TRUE;
	}

	// else, just pass
	nBid = BID_PASS;
	status << "SHUTR9! With " & fCardPts & "/" & fPts & "/" & fAdjPts & 
			  " points in hand, for a total of " & fMinTPPoints & "-" & fMaxTPPoints &
			  " points in the partnership, holding " & bidState.szHP & 
			  " in support of partner's " & bidState.szPSS & " suit, and with only " & 
			  numQuickTricks & " QTs and " & numLikelyWinners & 
			  " likely winners, we have no real reason to bid anything, so just pass.\n";
	bidState.SetBid(nBid);
	return TRUE;
}
//
//==========================================================
//
// Rebidding as opener after a strong 2-level opening
//
//
BOOL CArtificial2ClubConvention::HandleConventionResponse(const CPlayer& player, 
													      const CConventionSet& conventions, 
														  CHandHoldings& hand, 
														  CCardLocation& cardLocation, 
														  CGuessedHandHoldings** ppGuessedHands,
														  CBidEngine& bidState,  
														  CPlayerStatusDialog& status)
{
	int nStatus = bidState.GetConventionStatus(this);
	if (nStatus <= 0)
		return FALSE;

	//
	// estimate partner's strength
	//
	int nBid;
	double fPts = bidState.fPts;
	double fAdjPts = bidState.fAdjPts;
	double fCardPts = bidState.fCardPts;
	int nPrefSuit = bidState.nPrefSuit;
	int nPrefSuitStrength = bidState.nPrefSuitStrength;
	int nPreviousSuit = bidState.nPreviousSuit;
	int nPartnersBid = bidState.nPartnersBid;
	int nPartnersBidLevel = bidState.nPartnersBidLevel;
	int nPartnersSuit = bidState.nPartnersSuit;
	int nPartnersSuitSupport = bidState.nPartnersSuitSupport;
	int numSupportCards = bidState.numSupportCards;
	BOOL bBalanced = bidState.bBalanced;
	BOOL bSemiBalanced = bidState.bSemiBalanced;


	// see if this is our first rebid
	if (nStatus == CONV_INVOKED_ROUND1)
	{
		// first check for a strange response
		if ((nPartnersBid == BID_DOUBLE) || (nPartnersBid == BID_REDOUBLE))
		{
			// we don't understand partner's bid
			return CConvention::HandleConventionResponse(player, conventions, hand, cardLocation, ppGuessedHands, bidState, status);
		}

		//
		// did we get a negative response? (2D in response to the 2C)
		//
		if (nPartnersBid == BID_2D) 
		{
			status << "CRB0! After our strong 2 Club opening, partner's 2 Diamond bid is a negative response, denying slam values (less than 1 Quick Trick).\n";

			// estimate points -- 0 to 6 for now
			bidState.m_fPartnersMin = 0;
			bidState.m_fPartnersMax = 6;
			bidState.m_fMinTPPoints = fAdjPts + bidState.m_fPartnersMin;
			bidState.m_fMaxTPPoints = fAdjPts + bidState.m_fPartnersMax;
			bidState.m_fMinTPCPoints = fCardPts + bidState.m_fPartnersMin;
			bidState.m_fMaxTPCPoints = fCardPts + bidState.m_fPartnersMax;

			// bid game or slam with 26+ pts
			if ((bidState.m_fMinTPCPoints >= PTS_NT_GAME) && (bidState.m_fMinTPCPoints < PTS_SMALL_SLAM))
			{
				if (bBalanced || bSemiBalanced)
				{
					nBid = BID_3NT;
					status << "CRB1! With a balanced distribution and " &
							  fCardPts & " HCPs in hand, rebid " & BTS(nBid) & ".\n";
				}
				else if ( (ISMAJOR(nPrefSuit) && (bidState.m_fMinTPPoints >= PTS_MAJOR_GAME)) ||
						  (ISMINOR(nPrefSuit) && (bidState.m_fMinTPPoints >= PTS_MINOR_GAME)) )
				{
					nBid = bidState.GetGameBid(nPrefSuit);
					status << "CRB2! With no help from partner, we have to unilaterally push on to game at " & BTS(nBid) & ".\n";
				}
				bidState.SetConventionStatus(this, CONV_FINISHED);
			}
			else if ((bidState.m_fMinTPCPoints >= PTS_SMALL_SLAM) && (bidState.m_fMinTPCPoints < PTS_GRAND_SLAM))
			{
				if (bBalanced || bSemiBalanced)
				{
					nBid = BID_6NT;
					status << "CRB4! With a balanced distribution and " &
							  fCardPts & " HCPs in hand, bid a slam at " & BTS(nBid) & ".\n";
				}
				else
				{
					nBid = MAKEBID(nPrefSuit, 6);
					status << "CRB5! With no help from partner but with a total of " & bidState.m_fMinTPPoints &
							  " points in the partnership, we have to unilaterally push on to a slam at " & BTS(nBid) & ".\n";
				}
				bidState.SetConventionStatus(this, CONV_FINISHED);
			}
			else if (bidState.m_fMinTPCPoints >= PTS_GRAND_SLAM)
			{
				if (bBalanced || bSemiBalanced)
				{
					nBid = BID_7NT;
					status << "CRB6! With a balanced distribution and " &
							  fCardPts & " HCPs in hand, bid a grand slam at " & BTS(nBid) & ".\n";
				}
				else
				{
					nBid = MAKEBID(nPrefSuit, 7);
					status << "CRB5! With no help from partner but with a total of " & bidState.m_fMinTPPoints &
							  " points in the partnership, we have to unilaterally push on to a grand slam at " & BTS(nBid) & ".\n";
				}
				bidState.SetConventionStatus(this, CONV_FINISHED);
			}
			else
			{
				// else show our preferred suit and see if partner bids again
				nBid = bidState.GetCheapestShiftBid(nPrefSuit);
				status << "CRB8! Show our strongest suit (" & bidState.szPrefS &
						  ") with a bid of " & BTS(nBid) & ".\n";
				bidState.SetConventionStatus(this, CONV_INVOKED_ROUND2);
			}
			//
			bidState.SetBid(nBid);
			return TRUE;
		}

		//
		// otherwise, we got a positive response, and partner has shown 
		// his long suit -- so either raise partner's suit, bid NT, or
		// rebid our own suit
		//
		status << "2CRB20! After our strong 2 Club opening, partner's " & bidState.szPB & 
				  " bid was a positive response, indicating 7+ pts and 1+ Quick Tricks.\n";

		// estimate points -- 7+ pts for now
		bidState.m_fPartnersMin = 7;
		bidState.m_fPartnersMax = MIN(22, 40 - fCardPts);
		bidState.m_fMinTPPoints = fAdjPts + bidState.m_fPartnersMin;
		bidState.m_fMaxTPPoints = fAdjPts + bidState.m_fPartnersMax;
		bidState.m_fMinTPCPoints = fCardPts + bidState.m_fPartnersMin;
		bidState.m_fMaxTPCPoints = fCardPts + bidState.m_fPartnersMax;

		// respond to partner's NT bid here
		// bid No Trump if reasonably balanced or have poor support
		if (nPartnersBid == BID_2NT) 
		{
			if ( bidState.bSemiBalanced ||
				 ((nPartnersSuitSupport <= SS_WEAK_SUPPORT) && (bBalanced)) )
			{
				if (bidState.m_fMinTPCPoints >= PTS_SLAM)
					nBid = BID_6NT;
				else
					nBid = BID_3NT;
				if (ISSUIT(nPartnersSuit))
					status << "CRB21! With a balanced hand and " & 
							  bidState.SLTS(nPartnersSuit) & " support for partner's " & bidState.szPS &
							  ", plus a total of " & bidState.m_fMinTPCPoints & "-" & bidState.m_fMaxTPCPoints &
							  " HCPs in the partnership, move to Notrump and bid " & 
							  ((BID_LEVEL(nBid) >= 6)? "slam" : "game") & " at " & BTS(nBid) & ".\n";
				else
					status << "CRB22! With a " & (!bBalanced? "semi-" : "") &
							  "balanced hand and a total of " & 
							  bidState.m_fMinTPCPoints & "-" & bidState.m_fMaxTPCPoints &
							  " HCPs in the partnership, raise partner to " & ((BID_LEVEL(nBid) >= 6)? "slam" : "game") &
							  " at " & BTS(nBid) & ".\n";
			}
			else
			{
				// we're not balanced, so show our preferred suit if possible
				nBid = bidState.GetCheapestShiftBid(nPrefSuit);
				status << "CRB25! We don't like Notrump, so so bid our " & 
						  bidState.szPrefS & " suit at " & BTS(nBid) & ".\n";
			}
			//
			bidState.SetBid(nBid);
			return TRUE;
		} 

		// raise partner's suit if possible
		if ((nPartnersSuit != NOTRUMP) && (nPartnersSuitSupport >= SS_GOOD_SUPPORT))
		{
			// double raise partner if major, or go directly to Blackwood
			// if minor (double raise from 3C or 3D would exceed 4NT
			if (ISMAJOR(nPartnersSuit))
			{
				bidState.m_nAgreedSuit = nPartnersSuit;
				nBid = bidState.GetGameBid(nPartnersSuit);
				BOOL bJumped = (nPartnersBidLevel == 2);
				status << "CRB28! With " & bidState.SLTS(nPartnersSuit) & 
						  " support for partner's " & bidState.szPS & 
						  " (holding " & bidState.szHP & 
						  "), go ahead and " & (bJumped? "jump" : "") & 
						  " raise to " & BTS(nBid) & ".\n";
				bidState.SetBid(nBid);
			}
			else
			{
				status << "CRB32! We have " & bidState.SLTS(nPartnersSuit) & 
						  " support for partner's " & bidState.szPS & 
						  " (holding " & bidState.szHP & "), so push towards slam.\n";
				bidState.InvokeBlackwood(nPartnersSuit);
				bidState.SetConventionStatus(this, CONV_FINISHED);
			}
			return TRUE;
		}

		// else show our preferred suit
		nBid = bidState.GetCheapestShiftBid(nPrefSuit);
		status << "CRB44! But we don't like partner's " & bidState.szPSS & 
				  " suit (holding " & bidState.szHP & "), so bid our own " & 
				  bidState.szPrefS & " suit at " & BTS(nBid) & ".\n";

		// done
		bidState.SetBid(nBid);
		bidState.SetConventionStatus(this, CONV_FINISHED);
		return TRUE;

	}
	else if (nStatus == CONV_INVOKED_ROUND2)
	{
		// first check for a strange response
		if ((nPartnersBid == BID_DOUBLE) || (nPartnersBid == BID_REDOUBLE))
		{
			// we don't understand partner's bid
			return CConvention::HandleConventionResponse(player, conventions, hand, cardLocation, ppGuessedHands, bidState, status);
		}

		// partner bid another suit after our rebid of our suit 
		// AFTER her negative response to our opening strong 2C
		int nPartnersSuit = bidState.nPartnersSuit;
		if ((nPartnersSuit != NOTRUMP) && (nPartnersSuit != bidState.nPreviousSuit))
		{
			status << "CRB60! Partner bid " & bidState.szPB & " after we bid our " & bidState.szPVS & 
					  " suit, indicating a strong preference for the " & bidState.szPS & " suit.\n";
			
			// support partner's suit if we have decent holdings, else bid our own suit
			if (bidState.nPartnersBid < bidState.GetGameBid(nPartnersSuit))
			{
				// see if we like partner's suit
				if (bidState.nPartnersSuitSupport >= SS_GOOD_SUPPORT)
				{
					nBid = bidState.GetGameBid(nPartnersSuit);
					status << "CRB62! So with " & bidState.SLTS(nPartnersSuitSupport) & " support for partner's " &
							   bidState.szPS & ", raise to game at " & BTS(nBid) & ".\n";
				}
				else
				{
					nBid = bidState.GetCheapestShiftBid(bidState.nPreviousSuit);
					status << "CRB62! But with only " & bidState.SLTS(nPartnersSuitSupport) & " support for partner's " &
							   bidState.szPS & ", return to our own suit at " & BTS(nBid) & ".\n";
				}
			}
			else
			{
				// partner bid game!
				if (bidState.m_fMinTPPoints < PTS_SLAM)
				{
					// we don't have points for a slam, so pass
					nBid = BID_PASS;
					if (bidState.nPartnersBidLevel < 6)
						status << "CRB68! Partner's " & bidState.szPB & " bid is at game level, so pass.\n";
					else
						status << "CRB69! Partner's " & bidState.szPB & " bid is at slam level, so pass.\n";
				}
				else
				{
					// we do have the points for a slam!
					if (bidState.nPartnersBidLevel < 6)
					{
						nBid = BID_6NT;
						status << "CRB72! While we do not have suit agreement, we have the points for a slam, so bid " & 
								  BTS(nBid) & ".\n";
					}
					else
					{
						nBid = BID_PASS;
						status << "CRB74! Partner has bid slam in his suit, so pass.\n";
					}
				}
			}
		}
		else if (nPartnersSuit == NOTRUMP)
		{
			// partner bid NT
			// bid 3NT if possible
			if ( bidState.bSemiBalanced ||
				 ((nPartnersSuitSupport <= SS_WEAK_SUPPORT) && (bBalanced)) )
			{
				if (bidState.m_fMinTPCPoints >= PTS_SLAM)
					nBid = BID_6NT;
				else
					nBid = BID_3NT;
				if (ISSUIT(nPartnersSuit))
					status << "CRB76! With a balanced hand and " & 
							  bidState.m_fMinTPCPoints & "-" & bidState.m_fMaxTPCPoints &
							  " HCPs in the partnership, respond at " & 
							  ((BID_LEVEL(nBid) >= 6)? "slam" : "game") & " with a bid of " & BTS(nBid) & ".\n";
				else
					status << "CRB77! With a " & (!bBalanced? "semi-" : "") &
							  "balanced hand and a total of " & 
							  bidState.m_fMinTPCPoints & "-" & bidState.m_fMaxTPCPoints &
							  " HCPs in the partnership, raise partner to " & ((BID_LEVEL(nBid) >= 6)? "slam" : "game") &
							  " at " & BTS(nBid) & ".\n";
			}
			else
			{
				// we're not balanced, so show our preferred suit if possible
				nBid = bidState.GetCheapestShiftBid(nPrefSuit);
				status << "CRB78! We don't like Notrump, so so bid our " & 
						  bidState.szPrefS & " suit at " & BTS(nBid) & ".\n";
			}
			//
			bidState.SetBid(nBid);
			return TRUE;
		}
		else
		{
			// partner raised, which is strange!
			status << "CRB80! Partner raised our " & bidState.szPVSS & " suit, which is strange, ";
			if (bidState.nPartnersBid < bidState.GetGameBid(nPartnersSuit))
			{
				nBid = bidState.GetGameBid(bidState.nPartnersSuit);
				status << "but go ahead and raise to game.";
			}
			else
			{
				nBid = BID_PASS;
				status << "but since we're at game, stop here and pass.\n";
			}
		}

		// and we're done
		bidState.SetBid(nBid);
		bidState.SetConventionStatus(this, CONV_FINISHED);
		return TRUE;
	}
	
	// shouldn't be here!
	return FALSE;

}
Exemplo n.º 3
0
//
//---------------------------------------------------------------
//
// TryCueBid()
//
BOOL CCueBidConvention::TryCueBid(CHandHoldings& hand, CBidEngine& bidState,  CPlayerStatusDialog& status)
{
	// check basic requirements
	if (bidState.m_nAgreedSuit == NONE)
		return FALSE;

	// don't make a cue bid if we're already done with it 
	int nStatus = bidState.GetConventionStatus(this);
	if (nStatus != CONV_INACTIVE)
		return FALSE;

	// get adjusted point count as declarer
	// NCR BIG PROBLEM HERE - This changes a global variable. The changes are now always wanted ???
	bidState.fAdjPts = hand.RevalueHand(REVALUE_DECLARER, bidState.m_nAgreedSuit, TRUE);
	bidState.m_fMinTPPoints = bidState.fAdjPts + bidState.m_fPartnersMin;
	bidState.m_fMaxTPPoints = bidState.fAdjPts + bidState.m_fPartnersMax;
	bidState.m_fMinTPCPoints = bidState.fCardPts + bidState.m_fPartnersMin;
	bidState.m_fMaxTPCPoints = bidState.fCardPts + bidState.m_fPartnersMax;

	//
	// try a cue bid only if we have an interest in slam 
	// 
	if (bidState.m_fMinTPPoints < 30)
		return FALSE;

	// also, we shouldn't use cue bid if we have all four aces
	if (bidState.numAces == 4)
		return FALSE;

	// or if we're already at a slam level
	if (bidState.nPartnersBidLevel >= 6)
		return FALSE;
	int nLastBid = pDOC->GetLastValidBid();
	if (nLastBid >= bidState.GetGameBid(BID_SUIT(nLastBid)))
		return FALSE;

	// special test -- dont' cue bid if partner just raised a suit that we
	// shifted to artificially
	if ((bidState.nPartnersSuit == bidState.nPreviousSuit) && 
				( (ISSUIT(bidState.m_nAgreedSuit) && (bidState.nPreviousSuit != bidState.m_nAgreedSuit)) ||
				  (ISSUIT(bidState.m_nIntendedSuit) && (bidState.nPreviousSuit != bidState.m_nIntendedSuit)) ) )
		return FALSE;


	//
	// see what stage we're at
	//
	if (nStatus == CONV_INACTIVE)
	{
		//
		// showing first round controls 
		//
//		bidState.SetConventionStatus(this, CONV_INVOKED_ROUND1);
		// find cheapest ace
		int nBid;
		int nAgreedSuit = bidState.m_nAgreedSuit;
		int nSuit = GetCheapestAce(hand, nAgreedSuit);

		// 
		if ((nSuit != bidState.m_nAgreedSuit) && (nSuit != bidState.nPartnersSuit))
		{
			// found a suit to cue bid
			// the bid must be at a level that commits the partnership to game
			// i.e., for a major, it must be > 3 of the suit; for a minor, > 4
			nBid = bidState.GetCheapestShiftBid(nSuit);
			int nBidLevel = BID_LEVEL(nBid);
			// see if the bid is too high to qualify as a cue bid
		    if ( (ISMAJOR(nAgreedSuit) && (nBidLevel >= 5)) ||
			     (ISMINOR(nAgreedSuit) && (nBidLevel >= 6)) )
				return FALSE;
			// else if it's too low, adjust it upwards
		    if ( (ISMAJOR(nAgreedSuit) && (nBid < MAKEBID(nAgreedSuit,3))) ||
			     (ISMINOR(nAgreedSuit) && (nBid < MAKEBID(nAgreedSuit,4))) )
				nBid += 5;
			// alternatively, see if the bid is too high
			if (nBid > bidState.GetGameBid(nAgreedSuit))
				return FALSE;
			status << "CUET10! With " & bidState.m_fMinTPPoints & 
					  "+ pts and possible slam aspirations, make a cue bid, showing the cheapest ace (" & 
					  STS(nSuit) & ") with a bid of " & BTS(nBid) & ".\n";
			bidState.SetBid(nBid);
			bidState.SetConventionStatus(this, CONV_INVOKED_ROUND1);
			return TRUE;
		}
		else
		{
			// either we don't have any aces, or the ace is in the trump suit
			// either way, we can't make a cue bid with this holding
			return FALSE;
		}
	}
	else if (nStatus == CONV_INVOKED_ROUND1)
	{
		//
		// showing second round controls, necesary if we want to proceed to a grand slam
		//
		bidState.SetConventionStatus(this, CONV_INVOKED_ROUND2);
		// find cheapest king or void suit
		int nSuit = GetCheapestKingOrVoid(hand, bidState.m_nAgreedSuit);
		int nPartnersBid = bidState.nPartnersBid;
		// 
		if (nSuit != bidState.m_nAgreedSuit) 
		{
			// found a suit to cue bid
			int nBid = bidState.GetCheapestShiftBid(nSuit);
			status << "CUET20! Make a second-round cue bid, showing the cheapest " &
					  ((hand.GetSuitLength(nSuit) == 0)? "void suit" : "king") &
					  " (in " & STS(nSuit) & ") with a bid of " & BTS(nBid) & ".\n";
			bidState.SetBid(nBid);
			bidState.SetConventionStatus(this, CONV_INVOKED_ROUND2);
			return TRUE;
		}
		else
		{
			// either we don't have any second-round control to show,
			// so stop cue bidding and return to the trump suit
			int nBid = bidState.GetCheapestShiftBid(bidState.m_nAgreedSuit);
			status << "CUET24! With no second-round controls to cue bid, we have to return to the trump suit at a bid of " &
					  BTS(nBid) & ".\n";
			bidState.SetBid(nBid);
			bidState.SetConventionStatus(this, CONV_INVOKED_ROUND2);
			return TRUE;
		}
	}
	else if (nStatus == CONV_INVOKED_ROUND2)
	{
		// both we and partner have shown first and second-round controls, so
		// it;s time to put up or shut up
	}
	else
	{	
		// error!
		AfxMessageBox("Error while attempting cue bid!");
		bidState.SetConventionStatus(this, CONV_ERROR);
	}
	//
	return TRUE;
}
//
//==========================================================
//
// Rebidding as opener after partner responds to a takeout double
//
BOOL CNegativeDoublesConvention::HandleConventionResponse(const CPlayer& player, 
														  const CConventionSet& conventions, 
														  CHandHoldings& hand, 
														  CCardLocation& cardLocation, 
														  CGuessedHandHoldings** ppGuessedHands,
														  CBidEngine& bidState,  
														  CPlayerStatusDialog& status)
{
	// there's no code here for now
	return FALSE;

  
	// check status
	if ((bidState.GetConventionStatus(this) != CONV_INVOKED_ROUND1) &&
		(bidState.GetConventionStatus(this) != CONV_INVOKED_ROUND2))
		return FALSE;

	//
	// get some info
	//
//	int nBid;
	double fPts = bidState.fPts;
	double fAdjPts = bidState.fAdjPts;
	double fCardPts = bidState.fCardPts;
	int nPrefSuit = bidState.nPrefSuit;
	int nPrefSuitStrength = bidState.nPrefSuitStrength;
	int nPreviousSuit = bidState.nPreviousSuit;
	BOOL bBalanced = bidState.bBalanced;
	//
	int nPartnersBid = bidState.nPartnersBid;
	int nPartnersBidLevel = bidState.nPartnersBidLevel;
	int nPartnersSuit = bidState.nPartnersSuit;
	int nPartnersSuitSupport = bidState.nPartnersSuitSupport;
	int nPartnersPrevSuit = bidState.nPartnersPrevSuit;
	int numSupportCards = bidState.numSupportCards;

	// first check for a strange response
	if ((nPartnersBid == BID_DOUBLE) || (nPartnersBid == BID_REDOUBLE))
	{
		// we don't understand partner's bid
		return CConvention::HandleConventionResponse(player, conventions, hand, cardLocation, ppGuessedHands, bidState, status);
	}

	//
	if (bidState.GetConventionStatus(this) == CONV_INVOKED_ROUND1) 
	{
		//
		//--------------------------------------------------------
		// responding to partner's forced bid
		// - estimate partner's strength
		//

		//
		// did partner pass? (horror of horrors!)
		//
		if (nPartnersBid == BID_PASS) 
		{
			if (bidState.nLHOBid >= BID_PASS)
				status << "NGDRb10! After interference from the left-hand opponent, partner passed our takeout.\n";
			else
				status << "NGDRb12! Partner unexpectedly passed our takeout double, which is supposed to be forcing.  Bidding will proceed as if the takeout was not made\n";
			bidState.SetConventionStatus(this, CONV_FINISHED);
			return FALSE;
		}

		// set team point estimates -- be conservative
		BOOL bPartnerJumped = FALSE;
		BOOL bPartnerJumpedToGame = FALSE;
		int nEnemyBid = pDOC->GetValidBidRecord(0);
		int nEnemyBidLevel = BID_LEVEL(nEnemyBid);
		int nEnemySuit = BID_SUIT(nEnemyBid);
		if (nPartnersBidLevel > (nEnemyBidLevel + 1))
			bPartnerJumped = TRUE;
		if (nPartnersBid == bidState.GetGameBid(nPartnersSuit))
			bPartnerJumpedToGame = TRUE;
		// flag to see if we doubled in preference to an overcall
		BOOL bWantedToOvercall = FALSE;

		//
		if (nPartnersSuit == NOTRUMP)
		{
			//
			if (nPartnersBid == BID_1NT)
			{
				// partner has 6-9 HCPs
				bidState.m_fPartnersMin = 6;
				bidState.m_fPartnersMax = 9;
			}
			else if (nPartnersBid == BID_2NT)
			{
				// partner has 10-12 HCPs, maybe more
				bidState.m_fPartnersMin = 10;
				bidState.m_fPartnersMax = 12;
			}
			else if (nPartnersBid == BID_3NT)
			{
				// partner has 13+ HCPs
				bidState.m_fPartnersMin = 13;
				bidState.m_fPartnersMax = 40 - fCardPts;
				status << "NGDRb20! Partner's response of 3NT to our takeout double indicates that the opponent's suit is well stopped.\n";
			}
			else
			{
				// partner has 13+ HCPs???
				status << "NGDRb21! Partner's response of " & BTS(nPartnersBid) & 
						  " to our takeout double is unorthodox; treating it like a 3NT response.\n";
				bidState.m_fPartnersMin = 13;
				bidState.m_fPartnersMax = MIN(22, 40 - fCardPts);
			}
			// accept NT if we hold at least a semi-balanced 
			// and we don't have a 6-card major
			if ( !(ISMAJOR(bidState.nPrefSuit) && (bidState.numPrefSuitCards >= 6)) &&
				 (bidState.bSemiBalanced) )
				bidState.m_nAgreedSuit = NOTRUMP;
			//
			bidState.m_fMinTPPoints = fAdjPts + bidState.m_fPartnersMin;
			bidState.m_fMaxTPPoints = fAdjPts + bidState.m_fPartnersMax;
			bidState.m_fMinTPCPoints = fCardPts + bidState.m_fPartnersMin;
			bidState.m_fMaxTPCPoints = fCardPts + bidState.m_fPartnersMax;
			status << "NGDRb29! Partner's response of " & BTS(nPartnersBid) & 
					  " to our takeout double indicates " & 
					  bidState.m_fPartnersMin & "-" & bidState.m_fPartnersMax & 
					  " HCPs, for a total of " &
					  bidState.m_fMinTPCPoints & "-" & bidState.m_fMaxTPCPoints & " / " &
					  bidState.m_fMinTPPoints & "-" & bidState.m_fMaxTPPoints & 
					  " pts in the partnership.\n";

		}
		else
		{
			// partner bid a suit
			// see if we really intended to overcall last time
			if (bidState.GetConventionStatus(&overcallsConvention) == CONV_SUBSUMED)
				bWantedToOvercall = TRUE;
			//
			if (nPartnersSuit == nEnemySuit)
			{
				// partner bid the enemy suit, showing 13+ pts.
				status << "NEGDRb40! Partner has responded in the enemy suit, indicating 13+ pts but no long suits.\n";
				bidState.m_fPartnersMin = 13;
				bidState.m_fPartnersMax = MIN(22, 40 - bidState.fCardPts);
				bidState.m_bGameForceActive = TRUE;
			}
			else if (bPartnerJumpedToGame)
			{
				// partner had 13+ pts & a 5-card major
				status << "NEGDRb41! Partner has jumped to game in " & STS(nPartnersSuit) &
						  ", indicating 13+ pts and a 5+ card suit.\n";
				bidState.m_fPartnersMin = 30;
				bidState.m_fPartnersMax = MIN(22, 40 - bidState.fCardPts);
				if (!bWantedToOvercall)
					bidState.m_nAgreedSuit = nPartnersSuit;
			}
			else if (bPartnerJumped)
			{
				// partner had 10-12 pts
				status << "NEGDRb42! Partner has made a jump response of " & BTS(nPartnersBid) &
						  ", indicating 10-12 pts and a 4-5 card suit.\n";
				bidState.m_fPartnersMin = 10;
				bidState.m_fPartnersMax = 12;
				if (!bWantedToOvercall)
					bidState.m_nAgreedSuit = nPartnersSuit;
			}
			else
			{
				// partner had <= 9 pts
				status << "NEGDRb43! Partner has made a minimum response of " & BTS(nPartnersBid) &
						  ", indicating no more than 9 points.\n";
				bidState.m_fPartnersMin = 0;
				bidState.m_fPartnersMax = 9;
				if (!bWantedToOvercall)
					bidState.m_nAgreedSuit = nPartnersSuit;
			}
			//
			bidState.m_fMinTPPoints = fAdjPts + bidState.m_fPartnersMin;
			bidState.m_fMaxTPPoints = fAdjPts + bidState.m_fPartnersMax;
			bidState.m_fMinTPCPoints = fCardPts + bidState.m_fPartnersMin;
			bidState.m_fMaxTPCPoints = fCardPts + bidState.m_fPartnersMax;
			status << "NGDRb49! The total point count in the partnership is therefore " &
					  bidState.m_fMinTPPoints & "-" & bidState.m_fMaxTPPoints & 
					  " pts.\n";
		}

			
		//
		// see if RHO bid after partner's response -- that mitigates our responsibility
		// to bid again, unless partner's bid was game forcing
		//
	//	if (bidState.nRHOBid > BID_PASS)
		if ((bidState.nRHOBid > BID_PASS) && 
			(bidState.nRHOBid != BID_DOUBLE) && (bidState.nRHOBid != BID_REDOUBLE))
		{
			status << "2NGDRb51! The right-hand opponent has " &
					  ((bidState.nRHOBid == BID_DOUBLE)? "doubled" : "bid") &
					  " after partner's response, interfering with our communication.\n";
		}


		//
		//---------------------------------------------------------------------
		// see if we have an agreed suit
		//
		int nBid;
		if (bidState.m_nAgreedSuit > NONE)
		{
			if (bidState.m_nAgreedSuit == NOTRUMP)
			{
				// we've agreed to play in NoTrump
				// see if we can raise partner to a higher NT contract
				if (bidState.BidNoTrumpAsAppropriate(FALSE,STOPPED_DONTCARE))
				{
					bidState.SetConventionStatus(this, CONV_FINISHED);
					return TRUE;
				}
				// else pass
				nBid = BID_PASS;
				status << "NGDRb69! With a total of " &
						  bidState.m_fMinTPCPoints & "-" & bidState.m_fMaxTPCPoints &
						  " HCPs in the partnership, we have insufficient strength to raise partner's " &
						  BTS(nPartnersBid) & " bid, so we have to pass.\n";
				bidState.SetBid(nBid);
				bidState.SetConventionStatus(this, CONV_FINISHED);
				return TRUE;
			}
			else
			{
				// we've agreed on a suit, so raise if possible
				// if partner didn't jump, we may have credited him with
				// zero pts, so adjust rqmts accordingly

				// if partner jumped to game && we have < 32 pts, pass
				if ((bPartnerJumpedToGame) && (bidState.m_fMinTPPoints < 32))
				{
					status << "NGDRb70! Partner jumped to game in his " & bidState.szPSS & 
							  " suit, so with a team total of " &
							  bidState.m_fMinTPPoints & "-" & bidState.m_fMaxTPPoints &
							  " points, we pass.\n";
					bidState.SetBid(BID_PASS);
					bidState.SetConventionStatus(this, CONV_FINISHED);
					return TRUE;
				}
				// raise partner if possible -- bearing in mind that 
				// partner may have a wide range of points

				// raise a major to game with 23-31 pts and 4 trumps
				//					  or with 26-31 pts and 3 trumps
				// or raise to the 3-level with 20-24 pts and 3 trumps
				if ( (bidState.RaisePartnersSuit(SUIT_MAJOR,RAISE_TO_4,PTS_MAJOR_GAME-3,31,SUPLEN_4)) ||
				     (bidState.RaisePartnersSuit(SUIT_MAJOR,RAISE_TO_4,PTS_MAJOR_GAME,31,SUPLEN_3)) ||
					 (bidState.RaisePartnersSuit(SUIT_MAJOR,RAISE_TO_3,PTS_MAJOR_GAME-6,24,SUPLEN_3)))
				{
					if (!bPartnerJumped)
						status << "NGDRb71a! (we can assume partner has some strength in the " & bidState.szPSS & 
								  " suit, so we are shading the requirements slightly.\n";
					bidState.SetConventionStatus(this, CONV_INVOKED_ROUND2);
					return TRUE;
				}
				// raise a minor to game with 28-32 pts and 4 trumps
				//                    or with 29-32 pts and 3 trumps
				// or raise to the 4-level with 26-28 pts and 3 trumps
				// or raise to the 3-level with 23-25 pts and 3 trumps
				if ( (bidState.RaisePartnersSuit(SUIT_MINOR,RAISE_TO_5,PTS_MINOR_GAME-1,PTS_SLAM-1,SUPLEN_4)) ||
					 (bidState.RaisePartnersSuit(SUIT_MINOR,RAISE_TO_5,PTS_MINOR_GAME,PTS_SLAM-1,SUPLEN_3)) ||
					 (bidState.RaisePartnersSuit(SUIT_MINOR,RAISE_TO_4,PTS_MINOR_GAME-3,PTS_MINOR_GAME-1,SUPLEN_3)) ||
					 (bidState.RaisePartnersSuit(SUIT_MINOR,RAISE_TO_3,PTS_MINOR_GAME-6,PTS_MINOR_GAME-4,SUPLEN_3)) )
				{
					if (!bPartnerJumped)
						status << "NGDRb71b! We can assume partner has some strength in the " & bidState.szPSS & 
								  " suit, so we can shade the requirements slightly.\n";
					bidState.SetConventionStatus(this, CONV_INVOKED_ROUND2);
					return TRUE;
				}
				// with 32+ pts, invoke Blackwood
				if (bidState.m_fMinTPCPoints >= 32)
				{
					bidState.InvokeBlackwood(bidState.m_nAgreedSuit);
					bidState.SetConventionStatus(this, CONV_INVOKED_ROUND2);
					return TRUE;
				}
				// else pass
				nBid = BID_PASS;
				status << "NGDRb90! With a total of " &
						  bidState.m_fMinTPPoints & "-" & bidState.m_fMaxTPPoints &
						  " points in the partnership, we have insufficient strength to raise partner's " &
						  BTS(nPartnersBid) & " bid, so we have to pass.\n";
				bidState.SetBid(nBid);
				bidState.SetConventionStatus(this, CONV_FINISHED);
				return TRUE;
			}
		}


		//
		//--------------------------------------------------------------------------
		// here, we have no suit agreement (e.g., partner bid the opponents' suit)
		//
		int nLastBid = pDOC->GetLastValidBid();
		if (bBalanced)
		{
			// try notrumps
			if (hand.IsSuitProbablyStopped(nEnemySuit))
			{
				status << "NGDRb80! Without clear suit agreement, and holding a blanaced hand, we want to steer towards a contract in No Trump.\n";
				if (bidState.BidNoTrumpAsAppropriate(FALSE,STOPPED_DONTCARE))
				{
					bidState.SetConventionStatus(this, CONV_INVOKED_ROUND2);
					return TRUE;
				}
			}
			// else pass
			status << "NGDRb81! But as we do not have a proper hand to bid No Trump at the appropriate level, we have to pass.\n";
			bidState.SetBid(BID_PASS);
			bidState.SetConventionStatus(this, CONV_FINISHED);
			return TRUE;
		}
		else if (bidState.numPrefSuitCards >= 5)
		{
			// bid the suit
			nBid = bidState.GetCheapestShiftBid(nPrefSuit, nLastBid);
			if (bidState.IsBidSafe(nBid, 4))
			{
				if (bWantedToOvercall)
					status << "NGDRb90! Partner's forced response of " & bidState.szPB & 
							 " not withstanding, we can now show the " & 
							  STSS(nPrefSuit) & " suit that we wanted to overcall with last round by bidding " &
							  BTS(nBid) & ".\n";
				else
					status << "NGDRb91! Without clear suit agreement, we bid our " &
							  bidState.numPrefSuitCards & "-card " & STSS(bidState.nPrefSuit) &
							  " suit at " & BTS(nBid) & ".\n";
				bidState.SetBid(nBid);
				bidState.SetConventionStatus(this, CONV_INVOKED_ROUND2);
				return TRUE;
			}
		}


		//
		//--------------------------------------------------------------------------
		// else we have no other options, so pass
		status << "NEGDRb99! We see no good fit with partner and no other options, so pass.\n";
		bidState.SetBid(BID_PASS);
		bidState.SetConventionStatus(this, CONV_FINISHED);
		return TRUE;

	}
	else
	{
		//
		// responding after partner's second response to our takeout
		//

		// did partner pass?
		if (nPartnersBid == BID_PASS) 
		{
			bidState.SetConventionStatus(this, CONV_FINISHED);
			return FALSE;
		}

		//
		// otherwise, consider the choices:
		//
		// - with suit agreement, raise if possible
		//         S    N     S     N     S
		//   e.g., X -> 1C -> 1S -> 2S -> ???
		// - without suit agreement,
		//   e.g., X -> 1C -> 1S -> 2H -? ???
		//   bid the 4th suit if we have the pts (26+)
		// - without suit agreement, but if partner bids NT,
		//   or if we have a balanaced hand, bid NT
		//
		double fMinTPPoints = bidState.m_fMinTPPoints;
		double fMaxTPPoints = bidState.m_fMaxTPPoints;
		double fMinTPCPoints = bidState.m_fMinTPCPoints;
		double fMaxTPCPoints = bidState.m_fMaxTPCPoints;
		int nBid;
		
		//
		// see if we have suit agreement
		//
		if (nPartnersSuit == nPreviousSuit)
		{
			// partner raised our suit -- re-raise if possible
			bidState.m_nAgreedSuit = nPreviousSuit;
			if (nPartnersBid >= bidState.GetGameBid(nPreviousSuit))
			{
				// partner bid game or beyond
				if ((nPartnersBidLevel == 7) ||
					((nPartnersBidLevel == 6) && (fMinTPPoints <= 36)) )
				{
					nBid = BID_PASS;
					status << "NGDRc10! Partner raised our " & bidState.szPVSS & 
							  " suit to a slam, so pass.\n";
				}
				else if ((nPartnersBidLevel <= 6) && (fMinTPPoints >= 37))
				{
					nBid = MAKEBID(nPreviousSuit, 7);
					status << "NGDRc11! Partner raised our " & bidState.szPVSS & 
							  " suit to " & 
							  ((nPartnersBidLevel == 6)? "slam" : "game") &
							  ", but we have the poitns to push to a grand slam, so bid " & 
							  BTS(nBid) & ".\n";
				}
				else if ((nPartnersBidLevel < 6) && (fMinTPPoints >= 33))
				{
					nBid = MAKEBID(nPreviousSuit, 6);
					status << "NGDRc12! Partner raised our " & bidState.szPVSS & 
							  " suit to game, but we have the poitns for a slam, so bid " & 
							  BTS(nBid) & ".\n";
				}
				else
				{
					nBid = BID_PASS;
					status << "NGDRc13! Partner raised our " & bidState.szPVSS & 
							  " suit to game, which is acceptable with " & 
							  fMinTPPoints & "-" & fMaxTPPoints & 
							  " pts in the partnership, so pass.\n";
				}
			}
			else
			{
				// partner raised below game
				// re-raise if possible
				if ( (ISMAJOR(nPreviousSuit) && (fMinTPPoints >= PTS_MAJOR_GAME)) ||
					 (ISMINOR(nPreviousSuit) && (fMinTPPoints >= PTS_MINOR_GAME)) )
				{
					nBid = bidState.GetGameBid(nPreviousSuit);
					status << "NGDRc20! With a total of " & 
							  fMinTPPoints & "-" & fMaxTPPoints & 
							  " pts in the partnership, raise to game in the " &
							  bidState.szPVSS & " suit at " & BTS(nBid) & ".\n";
				}
				else
				{
					// else try to raise cheaply
					nBid = bidState.GetCheapestShiftBid(nPreviousSuit);
					if (bidState.IsBidSafe(nBid))
					{
						status << "NGDRc22! With a total of " & 
								  fMinTPPoints & "-" & fMaxTPPoints & 
								  " pts in the partnership, we can raise again to " &
								  BTS(nBid) & ".\n";
					}
					else
					{
						nBid = BID_PASS;
						status << "NGDRc29! With a total of " & 
								  fMinTPPoints & "-" & fMaxTPPoints & 
								  " pts in the partnership, we cannot safely raise any partner further, so pass.\n";
					}
				}
			}
		}
		else if ((nPartnersSuit == NOTRUMP) || (bidState.bBalanced))
		{
			//
			// partner bid NT, or else we have a balanced hand
			//
			if (bidState.BidNoTrumpAsAppropriate(FALSE, STOPPED_DONTCARE))
			{
				nBid = bidState.m_nBid;
				status << "NGDRc30! With a total of " & 
						  fMinTPCPoints & "-" & fMaxTPCPoints & 
						  " HCPs in the partnership, we can bid " & BTS(nBid) & ".\n";
			}
			else
			{
				nBid = BID_PASS;
				if (nPartnersSuit == NOTRUMP)
					status << "NGDRc35! We're willing to accept a contract in NoTrumps, but don't have the points to raise further, so pass.\n";
				else
					status << "NGDRc36! We'd like to play in NoTrumps, but don't have the points to bid agian, so pass.\n";
			}
		}
		else
		{
			//
			// else we have no suit agreement, and can't play NT
			//

			//
			// bid the 4th suit if we have enough pts
			//
			int nSuit = bidState.GetFourthSuit(nPreviousSuit, nPartnersSuit, nPartnersPrevSuit);
			nBid = bidState.GetCheapestShiftBid(nSuit);

			if ((fMinTPPoints >= PTS_GAME) && (nBid < bidState.GetGameBid(nSuit)))
			{
				status << "NGDRc40! With a total of " & 
						  fMinTPPoints & "-" & fMaxTPPoints & 
						  " pts in the partnership and no suit agreement, bid another suit (" &
						  STS(nSuit) & ") at " & BTS(nBid) & ".\n";
			}
			else
			{
				// gotta pass
				nBid = BID_PASS;
				if (nPartnersBid >= bidState.GetGameBid(nPartnersSuit))
					status << "NGDRc45! With a total of " & 
							  fMinTPPoints & "-" & fMaxTPPoints & 
							  " pts in the partnership, partner has gone to game in his suit at " &
							  bidState.szPB & ", so pass.\n";
				else if (fMinTPPoints >= PTS_GAME)
					status << "NGDRc46! With a total of " & 
							  fMinTPPoints & "-" & fMaxTPPoints & 
							  " pts in the partnership, but having run out of bidding room, we have to bail out and pass.\n";
				else 
					status << "NGDRc47! With a total of only " & 
							  fMinTPPoints & "-" & fMaxTPPoints & 
							  " pts in the partnership, and no agreement in suits, we have to pass.\n";
			}
		}
		// done with the second rebid 
		bidState.SetBid(nBid);
		bidState.ClearConventionStatus(this);
		return TRUE;
	}
}
//
//==========================================================
//
// Rebidding as opener after partner responds to a Michaels Cue Bid
//
BOOL CMichaelsCueBidConvention::HandleConventionResponse(const CPlayer& player, 
													     const CConventionSet& conventions, 
													     CHandHoldings& hand, 
														 CCardLocation& cardLocation, 
														 CGuessedHandHoldings** ppGuessedHands,
													     CBidEngine& bidState,  
													     CPlayerStatusDialog& status)
{
	// check status
	if ((bidState.GetConventionStatus(this) != CONV_INVOKED_ROUND1) &&
		(bidState.GetConventionStatus(this) != CONV_INVOKED_ROUND2))
		return FALSE;

	//
	// get some info
	//
	int nBid;
	double fPts = bidState.fPts;
	double fAdjPts = bidState.fAdjPts;
	double fCardPts = bidState.fCardPts;
	int nPrefSuit = bidState.nPrefSuit;
	int nPrefSuitStrength = bidState.nPrefSuitStrength;
	int nPreviousSuit = bidState.nPreviousSuit;
	int nPreviousBidLevel = bidState.nPreviousBidLevel;
	BOOL bBalanced = bidState.bBalanced;
	//
	int nPartnersBid = bidState.nPartnersBid;
	int nPartnersBidLevel = bidState.nPartnersBidLevel;
	int nPartnersSuit = bidState.nPartnersSuit;
	int nPartnersSuitSupport = bidState.nPartnersSuitSupport;
	int nPartnersPrevSuit = bidState.nPartnersPrevSuit;
	int numSupportCards = bidState.numSupportCards;

	//
	// handling partner's Michaels response
	//
	int nStatus = bidState.GetConventionStatus(this);

	if (nStatus == CONV_INVOKED)
	{
		// first check for a strange response
		if ((nPartnersBid == BID_DOUBLE) || (nPartnersBid == BID_REDOUBLE))
		{
			// we don't understand partner's bid
			return CConvention::HandleConventionResponse(player, conventions, hand, cardLocation, ppGuessedHands, bidState, status);
		}

		// if we're holding the STRONG Michaels hand indicate it by cue-bidding the
		// enemy suit again
		if (bidState.fPts >= PT_COUNT(17))
		{
			nBid = MAKEBID(nPreviousSuit, 3);
			status << "MCLRH12! with a strong Michaels hand (" & bidState.fPts & 
					  " pts), cue bid the enemy suit again at " & BTS(nBid) & 
					  " to indicate our strength.\n";
			bidState.SetBid(nBid);
			bidState.SetConventionStatus(this, CONV_INVOKED_ROUND2);
			return TRUE;
		}

		// did partner bid 2NT, asking for the minor?
		if (ISMAJOR(nPreviousSuit) && (nPartnersBid == BID_2NT))
		{
			// with a weak Michaels opener, indicate the minor
			int nSuit = bidState.GetLongerSuit(CLUBS, DIAMONDS);
			nBid = MAKEBID(nSuit, 3);
			status << "MCLRH10! With the weak flavor of Michaels, respond to partner's Michaels minor inquiry with a bid of " & BTS(nBid) &
					  ", indicating " & STS(nSuit) & " as the unknown minor.\n";
			bidState.SetBid(nBid);
			bidState.SetConventionStatus(this, CONV_INVOKED_ROUND2);
			return TRUE;
		}

		// did partner cue-bid the enemy suit (a slam try)?
		if ((nPartnersSuit == nPreviousSuit) && (nPartnersBidLevel == nPreviousBidLevel+1))
		{
			// determine the cheapest of the two suits
			int nCheapestSuit;
			if (ISMINOR(nPreviousSuit))
				nCheapestSuit = HEARTS;		// 5/5 in the majors, so Hearts is cheapest
			else
				nCheapestSuit = bidState.GetLongerSuit(CLUBS, DIAMONDS);

			// respond affirmatively only with a strong hand
			status << "2MCLRH20! Partner cue bid the enemy suit, which is a game or slam try.\n";
			if (bidState.fPts >= PT_COUNT(17))
			{
				// jump into Blackwood
				status << "MCLRH21! And with " & bidState.fPts & " pts in hand, proceed towards slam in the preferred "&
						  STSS(bidState.nPrefSuit) & " suit.\n";
				bidState.InvokeBlackwood(bidState.nPrefSuit);
			}
			else if ( (ISMAJOR(nCheapestSuit) && (bidState.fPts >= PT_COUNT(9))) ||
				(ISMINOR(nCheapestSuit) && (bidState.fPts >= PT_COUNT(12))) )
			{
				// stop at game in the cheapest suit
				nBid = bidState.GetGameBid(nCheapestSuit);
				status << "MCLRH22! But with only " & bidState.fPts & " pts in hand, forget about slam and stop at game in the cheapest suit ("&
						  STS(nCheapestSuit) & ") at " & BTS(nBid) & ".\n";
				bidState.SetBid(nBid);
			}
			else 
			{
				// 8 or fewer pts -- bail out in the cheapest suit
				nBid = bidState.GetCheapestShiftBid(nCheapestSuit);
				status << "MCLRH23! But with only " & bidState.fPts & " pts in hand, forget about slam and bail out in the cheapest suit (" &
						  STS(nCheapestSuit) & ") at " & BTS(nBid) & ".\n";
				bidState.SetBid(nBid);
			}
			// done
			bidState.SetConventionStatus(this, CONV_FINISHED);
			return TRUE;
		}

		//
		// else partner made a signoff, invitational, or game bid
		//
		if (bidState.IsGameBid(nPartnersBid))
		{
			status << "MCLRH30! Partner responded to our Michaels Cue bid with a game bid of " & 
					  bidState.szPB & ", so we should pass.\n";
			nBid = BID_PASS;	
		}
		else if (nPartnersBid != BID_PASS) 
		{
			// see if we should raise partner to game
			status << "2MCLRH40! Partner responded to our Michaels Cue bid with a bid of " & 
					  bidState.szPB & ", a possible invitation to game.\n";
			// go to game with 17+ pts (strong hand)
			if (fPts < PT_COUNT(17))
			{
				nBid = BID_PASS;	
				status << "MCLRH41! But since we opened Michaels with a weak hand (" & fPts &
						  ") pts, we likely do not have the points for game and have to pass.\n";
			}
			else
			{
				nBid = bidState.GetGameBid(nPartnersSuit);	
				status << "MCLRH42! and since we opened Michaels with a strong hand (" & fPts &
						  ") pts, we can raise to game at " & BTS(nBid) & ".\n";
			}
		}
		else
		{
			status << "2MCLRH49! Partner passed" & (bidState.bLHOInterfered? "after opponents interference" : "") &
					  ", so Michaels is off.\n";
			bidState.SetConventionStatus(this, CONV_FINISHED);
			return FALSE;
		}

		// done
		bidState.SetBid(nBid);
		bidState.SetConventionStatus(this, CONV_FINISHED);
		return TRUE;

	}
	else if (nStatus == CONV_INVOKED_ROUND2)
	{
		// last time, we either showed our minor suit or indicated our strength 
		// with another cue bid of the opponents' suit

		// first check for a strange response
		if ((nPartnersBid == BID_DOUBLE) || (nPartnersBid == BID_REDOUBLE))
		{
			// we don't understand partner's bid
			return CConvention::HandleConventionResponse(player, conventions, hand, cardLocation, ppGuessedHands, bidState, status);
		}

		// did we have the strong hand?
		if (bidState.fPts >= PT_COUNT(17))
		{
			// see what partner's reaction was
			if (nPartnersSuit == BID_4NT)
			{
				// parter still wants to see our minor!!!
				int nSuit = bidState.GetLongerSuit(CLUBS, DIAMONDS);
				nBid = bidState.GetCheapestShiftBid(nSuit);
				status << "MCLRH50! After our second Michaels cue bid of the enemy suit, partner still wants to see the unknown minor, so show it (" &
						  STS(nSuit) & ") with a bid of " & BTS(nBid) & ".\n";
				bidState.SetBid(nBid);
				bidState.SetConventionStatus(this, CONV_INVOKED_ROUND3);
				return TRUE;
			}

			// else partner's bid was natural
			if (bidState.IsGameBid(nPartnersBid))
			{
				if (fPts < PT_COUNT(20))
				{
					status << "MCLRH55! Partner responded to our second Michaels cue bid with a game bid of " & 
							  bidState.szPB & ", so we should pass.\n";
					nBid = BID_PASS;
				}
				else
				{
					// jump to slam
					nBid = MAKEBID(nPartnersSuit, 6);
					status << "MCLRH55! Partner responded to our second Michaels cue bid with a game bid of " & 
							  bidState.szPB & ", and with " & fPts & "+ in hand, we can go ahead and jump to slam at " & BTS(nBid) & ".\n";
				}
			}
			else if (nPartnersBid != BID_PASS)
			{
				// see if we should raise partner to game
				nBid = bidState.GetGameBid(nPartnersSuit);
				status << "MCLRH56! Partner responded to our second Michaels cue bid of the enemy suit with a bid of " & 
						  bidState.szPB & ", an invitation to game -- so go ahead and bid game at " & BTS(nBid) & ".\n";
			}
			else
			{
				if (bidState.bLHOInterfered)
					status << "MCLRH58! Partner passed our second Michaels cue bid after interference, so we have to pass also.\n";
				else
					status << "MCLRH59! Partner passed in spite of our second Michaels cue bid, so we should pass also.\n";
				nBid = BID_PASS;
			}
		}
		else
		{
			// partner responded to our minor answer
			if (bidState.IsGameBid(nPartnersBid))
			{
				status << "MCLRH60! Partner responded to our Michaels minors answer with a game bid of " & 
						  bidState.szPB & ", so we should pass.\n";
				nBid = BID_PASS;
			}
			else if (nPartnersBid != BID_PASS)
			{
				// see if we should raise partner to game
				status << "MCLRH70! Partner responded to our Michaels minor answer with a bid of " & 
						  bidState.szPB & ", a possible invitation to game.\n";

				// go to game with 17+ pts (strong hand)
				if (fPts < PT_COUNT(17))
				{
					nBid = BID_PASS;	
					status << "MCLRH72! But since we opened Michaels with a weak hand (" & fPts &
							  ") pts, we likely do not have the points for game and have to pass.\n";
				}
				else
				{
					nBid = bidState.GetGameBid(nPartnersSuit);	
					status << "MCLRH72! and since we opened Michaels with a strong hand (" & fPts &
							  ") pts, we can raise to game at " & BTS(nBid) & ".\n";
				}
			}
			else
			{
				if (bidState.bLHOInterfered)
					status << "MCLRH75! Partner passed our Michaels minor answer after interference, so we have to pass also.\n";
				else
					status << "MCLRH76! Partner passed our Michaels minor answer, so we should pass also.\n";
				nBid = BID_PASS;
			}
		}

		// done
		bidState.SetBid(nBid);
		bidState.SetConventionStatus(this, CONV_FINISHED);
		return TRUE;

	}
	else if (nStatus == CONV_INVOKED_ROUND3)
	{
		// first check for a strange response
		if ((nPartnersBid == BID_DOUBLE) || (nPartnersBid == BID_REDOUBLE))
		{
			// we don't understand partner's bid
			return CConvention::HandleConventionResponse(player, conventions, hand, cardLocation, ppGuessedHands, bidState, status);
		}

		// we indicated our strength with another cue bid, and partner asked
		// to see our minor, _then_ bid
		if (bidState.IsGameBid(nPartnersBid))
		{
			if (fPts < PT_COUNT(20))
			{
				status << "MCLRH80! Partner responded to our Michaels minor answer with a game bid of " & 
						  bidState.szPB & ", so we should pass.\n";
				nBid = BID_PASS;
			}
			else
			{
				// jump to slam
				nBid = MAKEBID(nPartnersSuit, 6);
				status << "MCLRH81! Partner responded to our Michaels minor answer with a game bid of " & 
						  bidState.szPB & ", and with " & fPts & "+ in hand, we can go ahead and jump to slam at " & BTS(nBid) & ".\n";
			}
		}
		else if (nPartnersBid != BID_PASS)
		{
			// see if we should raise partner to game
			nBid = bidState.GetGameBid(nPartnersSuit);
			status << "MCLRH85! Partner responded to our Michaels minor answer with a bid of " & 
					  bidState.szPB & ", an invitation to game -- so go ahead and bid game at " & BTS(nBid) & ".\n";
		}
		else
		{
			if (bidState.bLHOInterfered)
				status << "MCLRH86! Partner passed our Michaels minor answer after interference, so we have to pass also.\n";
			else
				status << "MCLRH87! Partner passed in spite of our Michaels minor answer, so we should pass also.\n";
			nBid = BID_PASS;
		}

		// done (finally!)
		bidState.SetBid(nBid);
		bidState.SetConventionStatus(this, CONV_FINISHED);
		return TRUE;
	}

	// oops!
	bidState.SetConventionStatus(this, CONV_ERROR);
	return FALSE;
}
//
//===============================================================================
//
// TryConvention()
//
// check if we can use a Michaels Cue Bid here
//
BOOL CMichaelsCueBidConvention::TryConvention(const CPlayer& player, 
											  const CConventionSet& conventions, 
											  CHandHoldings& hand, 
											  CCardLocation& cardLocation, 
											  CGuessedHandHoldings** ppGuessedHands,
											  CBidEngine& bidState,  
											  CPlayerStatusDialog& status)
{
	//
	// the requirements for a Michaels Cue Bid are:
	// 1: RHO must have opened a suit (not NT) at the 1-level
	// 2: this must be our first bidding opportunity
	// 3: need a 2-suited hand; i.e., 
	//    - if RHO bid a minor, need 5/5 or 5/(good)4 in the majors
	//    - if RHO bid a major, need 5 in the other major, plus 5 in a minor
	//    the two suits should also be rather comparable
	// 4: need either 6-11 pts or 17+ pts
	//    (with 12-16 pts, we generally overcall or double for takeout)
	// 5: if we have 12+ pts and playing takeout doubles, cannot have a 
	//    hand suitable for a takeout (???)

	// test conditions 1, 2, & 4
	if ( ((bidState.nRHOBid >= BID_1C) && (bidState.nRHOBid <= BID_1S)) &&
		 ( ((bidState.fPts >= OPEN_PTS(6)) && (bidState.fPts <= OPEN_PTS(11))) || ((bidState.fPts >= OPEN_PTS(17))/*&& (bidState.fPts <= 18)*/) ) &&
 		  (bidState.m_numBidTurns == 0) && (bidState.m_numPartnerBidTurns == 0) )
	{
		 // passed
	}
	else
	{
		return FALSE;
	}

	// test condition #3
	int nOppSuit = bidState.nRHOSuit;
	BOOL bEnoughLength = FALSE;
	//
	if (ISMINOR(nOppSuit))
	{
		// need 5/5 in the majors, or 5 + good 4
		int numHearts = hand.GetNumCardsInSuit(HEARTS);
		int numSpades = hand.GetNumCardsInSuit(SPADES);
		if ((hand.GetSuitStrength(HEARTS) < SS_MARGINAL_OPENER) || (hand.GetSuitStrength(SPADES) < SS_MARGINAL_OPENER) ||
			(Abs(hand.GetSuitStrength(HEARTS) - hand.GetSuitStrength(SPADES)) > 1) )
			return FALSE;
		//
		if ((numHearts >= 5) && (numSpades >= 5))
		{
			bEnoughLength = TRUE;
			status << "2MCL1! We have at least 5/5 in the majors, so we can make a Michaels cue bid.\n";
		}
		else if ((numHearts >= 5) && (numSpades == 4) && 
						(hand.GetSuitStrength(SPADES) >= SS_STRONG))
		{
			bEnoughLength = TRUE;
			status << "2MCL2! We have 5/4 in the majors, but the 4 Spades are strong, so we can make a Michaels cue bid.\n";
		}
		else if ((numHearts == 4) && (numSpades >= 5) && (hand.GetSuitStrength(HEARTS) >= SS_STRONG))
		{
			bEnoughLength = TRUE;
			status << "2MCL3! We have 5/4 in the majors, but the 4 Hearts are strong, so we can make a Michaels cue bid.\n";
		}
	}
	else
	{
		// need 5 in the unbid major, and 5 in a minor
		int nOtherMajor = (nOppSuit == HEARTS)? SPADES : HEARTS;
		int numMajors = hand.GetNumCardsInSuit(nOtherMajor);
		int numClubs = hand.GetNumCardsInSuit(CLUBS);
		int numDiamonds = hand.GetNumCardsInSuit(CLUBS);

		// check that the major suit is OK
		if ((numMajors < 5) || (hand.GetSuitStrength(nOtherMajor) < SS_MARGINAL_OPENER))
			return FALSE;

		// then check the minor & compare the suits
		if ((numClubs >= 5) && (hand.GetSuitStrength(CLUBS) >= SS_MARGINAL_OPENER) &&
			(Abs(hand.GetSuitStrength(nOtherMajor) - hand.GetSuitStrength(CLUBS)) <= 1) )
		{
			bEnoughLength = TRUE;
			status << "2MCL5! We have 5+ cards in " & STS(nOtherMajor) & 
					  " and 5+ cards in a minor (Clubs), so we can make a Michaels cue bid.\n";
		}
		else if ((numDiamonds >= 5) && (hand.GetSuitStrength(DIAMONDS) >= SS_MARGINAL_OPENER) &&
				(Abs(hand.GetSuitStrength(nOtherMajor) - hand.GetSuitStrength(DIAMONDS)) <= 1) )
		{
			bEnoughLength = TRUE;
			status << "2MCL5! We have 5+ cards in " & STS(nOtherMajor) & 
					  " and 5+ cards in a minor (Diamonds), so we can make a Michaels cue bid.\n";
		}
	}

	// check condition
	if (!bEnoughLength)
		return FALSE;

	// OK, go ahead and cue-bid the enemy suit
	int nBid = MAKEBID(nOppSuit, 2);
	status << "MCL9! With a 2-suited hand, make a Michaels cue bid over RHO's " & STS(nOppSuit) & 
			  " with a bid of " & BTS(nBid) & ".\n";
	bidState.SetBid(nBid);
	bidState.SetConventionStatus(this, CONV_INVOKED);
	return TRUE;
}
//
//-----------------------------------------------------
//
// respond to partner's Michaels Cue Bid
//
BOOL CMichaelsCueBidConvention::RespondToConvention(const CPlayer& player, 
													const CConventionSet& conventions, 
													CHandHoldings& hand, 
													CCardLocation& cardLocation, 
												    CGuessedHandHoldings** ppGuessedHands,
													CBidEngine& bidState,  
													CPlayerStatusDialog& status)
{
	// first see if another convention is active
	if ((bidState.GetActiveConvention() != NULL) &&
					(bidState.GetActiveConvention() != this))
		return FALSE;

	//
	// make a responding bid
	//
	int nPartnersBid = bidState.nPartnersBid;
	int nPartnersBidLevel = bidState.nPartnersBidLevel;
	int nPartnersSuit = bidState.nPartnersSuit;
	int nPartnersPrevSuit = bidState.nPartnersPrevSuit;
	//
	int nBid, nSuit;
	double fPts = bidState.fPts;
	double fCardPts = bidState.fCardPts;

	// 
	// see what round this is
	//
	int nStatus = bidState.GetConventionStatus(this);
	if (nStatus == CONV_INACTIVE)
	{
		//
		// Bidding in response to partner's Michael's bid? check requirements
		//
		// the identifying marks of a Michaels bid are:
		// 1: we must not have bid yet
		// 2: LHO must have bid a suit at the 1 level, and 
		// 3: partner overcalled LHO's suit at the 2 level
		int nLastValidBid = pDOC->GetLastValidBid();

		// apply tests #1, 2, and 3
		int nOpeningBid = pDOC->GetOpeningBid();
		int nOpeningBidder = pDOC->GetOpeningBidder();
		BOOL bLHOMajor = ISMAJOR(nOpeningBid);
		if (ISBID(nOpeningBid) && (GetPlayerTeam(nOpeningBidder) != player.GetTeam()) &&
			 ((nOpeningBid >= BID_1C) && (nOpeningBid <= BID_1S)) &&
			  (nPartnersSuit == bidState.nLHOSuit) && (nPartnersBidLevel == 2) &&
			  (bidState.m_numBidsMade == 0) )
		{
			//
			status << "MCLR10! Partner has made a Michaels Cue bid of " & BTS(nPartnersBid) &
					  ", indicating 5/5 length in " &
					  (bLHOMajor? ((bidState.nLHOSuit == HEARTS)? "Spades and a minor" : "Hearts and a minor") : "the majors") & ".\n";
		}
		else
		{
			return FALSE;
		}

		// did partner bid a minor, indicating both majors?
		if (ISMINOR(nPartnersSuit))
		{
			// Pard has both majors -- pick the preferred one
			nSuit = bidState.PickSuperiorSuit(HEARTS, SPADES);
			if (hand.GetNumCardsInSuit(nSuit) < 3)
			{
				// should have at least 3 trumps
				int nOtherSuit = (nSuit == HEARTS)? SPADES : HEARTS;
				if (hand.GetNumCardsInSuit(nOtherSuit) >= 3)
					nSuit = nOtherSuit;
			}
		}
		else if (nPartnersSuit == HEARTS)
		{
			// pard has Spades + a minor
			// see if Spades are decent (3-card support)
//			if ((hand.GetNumCardsInSuit(SPADES) >= 3) && (hand.GetSuitStrength(SPADES) >= SS_MODERATE_SUPPORT))
			if (hand.GetNumCardsInSuit(SPADES) >= 3)
			{
				// fine, go with Spades
				nSuit = SPADES;
			}
			else 
			{
				// Spades are too weak; look for a minor
				if ((hand.GetSuitStrength(CLUBS) >= SS_MODERATE_SUPPORT) || (hand.GetSuitStrength(DIAMONDS) >= SS_MODERATE_SUPPORT))
					nSuit = NOTRUMP;
				else
					nSuit = SPADES;	// minors are no good either, so go with Spades
			}
		}
		else 
		{
			// pard has Hearts + a minor
			// see if Hearts are decent (3-card support)
//			if ((hand.GetNumCardsInSuit(HEARTS) >= 3) && (hand.GetSuitStrength(HEARTS) >= SS_MODERATE_SUPPORT))
			if (hand.GetNumCardsInSuit(HEARTS) >= 3)
			{
				// fine, go with Hearts
				nSuit = HEARTS;
			}
			else 
			{
				// Spades are too weak; look for a minor
				if ((hand.GetSuitStrength(CLUBS) >= SS_MODERATE_SUPPORT) || (hand.GetSuitStrength(DIAMONDS) >= SS_MODERATE_SUPPORT))
					nSuit = NOTRUMP;
				else
					nSuit = HEARTS;	// minors are no good either, so go with Hearts
			}
		}

		// now adjust point count
		if (ISSUIT(nSuit))
		{
			bidState.SetAgreedSuit(nSuit);
			fPts = bidState.fAdjPts = hand.RevalueHand(REVALUE_DECLARER, nSuit, TRUE);
		}
		// partner may have 6-11 OR 17+ pts; assume it's a weak hand
		bidState.AdjustPartnershipPoints(6, 11);

		// and make a responding bid
		CString strChoices = ISMINOR(nPartnersSuit)? "the two majors" : 
					(nPartnersSuit == HEARTS)? "Spades and a minor" : "Hearts and an unknown minor";
		int numTrumps = ISSUIT(nSuit)? hand.GetNumCardsInSuit(nSuit) : 0;

		// set initial convention status to finished
		bidState.SetConventionStatus(this, CONV_FINISHED);

		// see if we need to look at the minor
		if (nSuit == NOTRUMP)
		{
			// bid 2NT to ask for the minor
			nBid = BID_2NT;
			if (nBid > nLastValidBid)
			{
				if (nPartnersSuit == HEARTS)
					status << "MCLR12! Given a choice between a " & hand.GetNumCardsInSuit(SPADES) &
							  "-card Spade suit and an unknown minor, we're forced to ask for the minor by bidding " & BTS(nBid) & ".\n";
				else
					status << "MCLR12! Given a choice between a " & hand.GetNumCardsInSuit(HEARTS) &
							  "-card Heart suit and an unknown minor, we're forced to ask for the minor by bidding " & BTS(nBid) & ".\n";
				// this convention will go another round
				bidState.SetConventionStatus(this, CONV_RESPONDED_ROUND1);
			}
			else
			{
				nBid = BID_PASS;
				status << "MCLR13! We'd like to bid 2NT to ask for partner's minor, but we can't do so after RHO's interference, so we have to pass.\n";
			}
		}
		else if ((numTrumps >= 5) && (bidState.m_fMinTPPoints <= PT_COUNT(20)) &&
			ISMAJOR(nSuit) && (MAKEBID(nSuit, 4) > nLastValidBid))
		{
			// make a preemptive bid if possible
			nBid = MAKEBID(nSuit, 4);
			status << "MCLR15! With " & numTrumps & " " & STS(nSuit) & " and a total of " & 
					  bidState.m_fMinTPPoints & "-" & bidState.m_fMaxTPPoints &
					  " pts in the partnership, make a shutout bid in " & STS(nSuit) & 
					  " by jumping to " & BTS(nBid) & ".\n";
		}
		else if (bidState.m_fMinTPPoints <= PT_COUNT(21))
		{
			// respond at the 2-level
			nBid = bidState.GetCheapestShiftBid(nSuit, nLastValidBid);
			if (BID_LEVEL(nBid) == 2)
			{
				status << "MCLR20! Given a choice between " & strChoices & 
						   ", respond to partner's Michaels with the preferred " & 
						   STSS(nSuit) & " suit with a bid of " & BTS(nBid) & ".\n";
			}
			else
			{
				nBid = BID_PASS;
				status << "MCLR21! After RHO interference, we don't have the points to go to the 3-level in response to partner's Michaels, so pass.\n";
			}
		}
		else if (bidState.m_fMinTPPoints <= PT_COUNT(24))
		{
			// bid at the 3-level
			nBid = MAKEBID(nSuit, 3);
			if (nBid > nLastValidBid)
			{
				status << "MCLR24! With a total of " & bidState.m_fMinTPPoints & "-" & bidState.m_fMaxTPPoints &
						   " pts in the partnership and a choice between " & strChoices &
						   ", invite game in " & STS(nSuit) & " by jumping to " & BTS(nBid) & ".\n";
			}
			else
			{
				nBid = BID_PASS;
				status << "MCLR25! After RHO interference, we don't have the points to go to the 4-level in response to partner's Michaels, so pass.\n";
			}
		}
		else if (ISMINOR(nSuit) && (bidState.m_fMinTPPoints <= PT_COUNT(27)))
		{
			// with 25+ pts, bid game
			nBid = bidState.GetGameBid(nSuit);
			if (nBid > nLastValidBid)
			{
				status << "MCLR27! With a total of " & bidState.m_fMinTPPoints & "-" & bidState.m_fMaxTPPoints &
						   " pts in the partnership and a choice between " & strChoices & 
						   ", jump to the 4-level in " & STS(nSuit) & " with a bid of " & BTS(nBid) & ".\n";
			}
			else
			{
				nBid = BID_PASS;
				status << "MCLR28! After RHO interference, we don't have the points to go to the 5-level in response to partner's Michaels, so pass.\n";
			}
		}
		else
		{
			// with 25+ pts in a major, or 28+ pts in a minor, bid game
			nBid = bidState.GetGameBid(nSuit);
			if (nBid > nLastValidBid)
			{
				status << "MCLR30! With a total of " & bidState.m_fMinTPPoints & "-" & bidState.m_fMaxTPPoints &
						   " pts in the partnership and a choice between " & strChoices & 
						   ", jump to game in " & STS(nSuit) & " at " & BTS(nBid) & ".\n";
			}
			else
			{
				nBid = BID_PASS;
				status << "MCLR31! After RHO interference, we don't want to bid past game, so pass.\n";
			}
		}

		// done!
		bidState.SetBid(nBid);
		return TRUE;

	}
	else if (nStatus == CONV_RESPONDED_ROUND1)
	{
		//
		// round 2 -- we must've bid 2NT last time to ask for partner's minor
		//

		// see if partner cue bid the enemy suit again
		if (nPartnersSuit == nPartnersPrevSuit)
		{
			// partner has 17+ pts
			bidState.AdjustPartnershipPoints(OPEN_PTS(17), MIN(17,40 - bidState.fCardPts));

			// bid 4NT to ask for the minor again
			if (fPts >= PT_COUNT(15))
			{
				// else make a natural game bid
				nBid = BID_4NT;
				status << "MCLR35! Partner cue bid the enemy suit again, indicating a strong Michaels opening hand with " &
						   OPEN_PTS(17) & "+ pts; so with " & 
						   bidState.m_fMinTPPoints & "-" & bidState.m_fMaxTPPoints &
						   " pts in the partnership, ask for the other minor by bidding " & BTS(nBid) & ".\n";
				bidState.SetConventionStatus(this, CONV_RESPONDED_ROUND2);
			}
			else
			{
				// else make a natural 3NT game bid
				nBid = BID_3NT;
				status << "MCLR36! Partner cue bid the enemy suit again, indicating a strong Michaels opening hand with " &
						   OPEN_PTS(17) & "+ pts; but with " & 
						   bidState.m_fMinTPPoints & "-" & bidState.m_fMaxTPPoints &
						   " pts in the partnership, stop at game with a natural bid of " & BTS(nBid) & ".\n";
				bidState.SetConventionStatus(this, CONV_FINISHED);
			}
			// done
			bidState.SetBid(nBid);
			return TRUE;
		}

		// see if partner's bid is valid
		if (!ISMINOR(nPartnersSuit))
		{
			status << "MCLR40! After his opening Michaels Cue Bid, partner did not respond properly to our 2NT minor suit inquiry, so michaels is off.\n";
			bidState.SetConventionStatus(this, CONV_ERROR);
			return FALSE;
		}

		// see if we can live with partner's minor
		int nAgreedSuit;
		if (hand.GetNumCardsInSuit(nPartnersSuit) >= 3)
		{
			// stick with the minor
			status << "4MCLR41! Since we have " & hand.GetNumCardsInSuit(nPartnersSuit) & 
					  " cards in the " & STSS(nPartnersSuit) & " suit, choose that suit for our response.\n";
			nAgreedSuit = nPartnersSuit;
		}
		else
		{
			// minor's not so great; select the better of the minor or the major
			nAgreedSuit = bidState.PickSuperiorSuit(nPartnersSuit, bidState.nPartnersPrevSuit);
			if (nAgreedSuit == nPartnersSuit)
				status << "4MCLR42! The " & STSS(nPartnersSuit) & " suit isn't great, but it's better than " &
						   STS(bidState.nPartnersPrevSuit) & ", so choose that suit for our response.\n";
			else
				status << "4MCLR43! The " & STSS(nPartnersSuit) & " suit is poor, so pick the major suit ("& 
						   STS(bidState.nPartnersPrevSuit) & ") for our response.\n";
			bidState.SetAgreedSuit(bidState.PickSuperiorSuit(nPartnersSuit, bidState.nPartnersPrevSuit));
		}

		// recalc points as dummy
		bidState.SetAgreedSuit(nAgreedSuit);
		fPts = bidState.fAdjPts = hand.RevalueHand(REVALUE_DECLARER, nAgreedSuit, TRUE);
		bidState.AdjustPartnershipPoints();

		// select the bid level
		if (ISMINOR(nAgreedSuit))
		{
			// Clubs or Diamonds
			if (bidState.m_fMinTPPoints <= PTS_MINOR_GAME-6)	// <= 22
				nBid = BID_PASS;
			else if (bidState.m_fMinTPPoints <= PTS_MINOR_GAME-4)	// <= 24
				nBid = MAKEBID(nPartnersBid, 4);
			else 
				nBid = MAKEBID(nPartnersBid, 5);	// go for game
			//
			if (nBid == BID_PASS)
				status << "MCLR45! Partner showed his minor to be " & STS(nPartnersSuit) & 
						  ", which we can support with " & hand.GetNumCardsInSuit(nPartnersSuit) &
						  " trumps, but with only " & bidState.m_fMinTPPoints & "-" & bidState.m_fMaxTPPoints &
						  " pts in the partnership, we have to pass.\n";
			else
				status << "MCLR46! Partner showed his minor to be " & STS(nPartnersSuit) & 
						  ", which we can support with " & hand.GetNumCardsInSuit(nPartnersSuit) &
						  " trumps, so with " & bidState.m_fMinTPPoints & "-" & bidState.m_fMaxTPPoints &
						  " pts in the partnership, we bid " & BTS(nBid) & ".\n";
		}
		else
		{
			// sticking with the major (though not a very good one!)
			// sign off at the 3-level or go to game
			if (bidState.m_fMinTPPoints < PTS_MAJOR_GAME)	// < 25
				nBid = MAKEBID(nPartnersBid, 3);
			else	
				nBid = MAKEBID(nPartnersBid, 4);
			//
			if (BID_LEVEL(nBid) == 3)
				status << "MCLR47! With " & hand.GetNumCardsInSuit(nAgreedSuit) & 
						  "-card support for partner's " & STS(nAgreedSuit) & 
						  ", and with only " & bidState.m_fMinTPPoints & "-" & bidState.m_fMaxTPPoints &
						  " pts in the partnership, we have to pass.\n";
			else
				status << "MCLR47! With " & hand.GetNumCardsInSuit(nAgreedSuit) & 
						  "-card support for partner's " & STS(nAgreedSuit) & 
						  ", and with " & bidState.m_fMinTPPoints & "-" & bidState.m_fMaxTPPoints &
						  " pts in the partnership, we can go to game at " & BTS(nBid) & ".\n";
		}

		// done!
		bidState.SetBid(nBid);
		bidState.SetConventionStatus(this, CONV_FINISHED);
		return TRUE;
	}
	else if (nStatus == CONV_RESPONDED_ROUND2)
	{
		//
		// round 3 -- we must've bid 4NT last time to ask for partner's minor
		//            after partner's second Michaels cue bid
		//

	}


	//
	return FALSE;
}