| 517 | } |
| 518 | |
| 519 | auto Moves::MakeNextSimple(const int trick, const int relHand) |
| 520 | -> MoveType const * { |
| 521 | // Don't worry about small moves. Why not, actually? |
| 522 | |
| 523 | MovePlyType &list = moveList[trick][relHand]; |
| 524 | if (list.current > list.last) |
| 525 | return nullptr; |
| 526 | |
| 527 | const MoveType &curr = list.move[list.current]; |
| 528 | |
| 529 | trackp = &track[trick]; |
| 530 | |
| 531 | if (relHand == 0) { |
| 532 | trackp->move[0].suit = curr.suit; |
| 533 | trackp->move[0].rank = curr.rank; |
| 534 | trackp->move[0].sequence = curr.sequence; |
| 535 | trackp->high[0] = 0; |
| 536 | |
| 537 | trackp->lead_suit = curr.suit; |
| 538 | } else if (curr.suit == trackp->move[relHand - 1].suit) { |
| 539 | if (curr.rank > trackp->move[relHand - 1].rank) { |
| 540 | trackp->move[relHand].suit = curr.suit; |
| 541 | trackp->move[relHand].rank = curr.rank; |
| 542 | trackp->move[relHand].sequence = curr.sequence; |
| 543 | trackp->high[relHand] = relHand; |
| 544 | } else { |
| 545 | trackp->move[relHand] = trackp->move[relHand - 1]; |
| 546 | trackp->high[relHand] = trackp->high[relHand - 1]; |
| 547 | } |
| 548 | } else if (curr.suit == trump) { |
| 549 | trackp->move[relHand].suit = curr.suit; |
| 550 | trackp->move[relHand].rank = curr.rank; |
| 551 | trackp->move[relHand].sequence = curr.sequence; |
| 552 | trackp->high[relHand] = relHand; |
| 553 | } else { |
| 554 | trackp->move[relHand] = trackp->move[relHand - 1]; |
| 555 | trackp->high[relHand] = trackp->high[relHand - 1]; |
| 556 | } |
| 557 | |
| 558 | trackp->play_suits[relHand] = curr.suit; |
| 559 | trackp->play_ranks[relHand] = curr.rank; |
| 560 | |
| 561 | if (relHand == 3) { |
| 562 | track[trick - 1].lead_hand = (trackp->lead_hand + trackp->high[3]) % 4; |
| 563 | } |
| 564 | |
| 565 | list.current++; |
| 566 | return &curr; |
| 567 | } |
| 568 | |
| 569 | auto Moves::Step(const int tricks, const int relHand) -> void { |
| 570 | moveList[tricks][relHand].current++; |