📄 wzq.cpp
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#include "wzq.hpp"
#include "dim.hpp"
#include "res/qp.hpp"
#include "res/wzq_select.hpp"
#include "res/qzb.hpp"
#include "res/qzh.hpp"
#include "res/dead.hpp"
wzq::wzq()
{ dcseted=false; }
wzq::~wzq(){}
/*___________________________________________________________________________________________*/
void wzq::Init(PaintDc* pdc)//设置DC
{
dc =pdc;
dcseted=true;
Model=0;//人先
AItype=2;//高级
backable=0;//不悔其
m_x=7;
m_y=7;
NewGame();
CONSX[0]=3;
CONSX[1]=11;
CONSX[2]=19;
CONSX[3]=27;
CONSX[4]=36;
CONSX[5]=44;
CONSX[6]=53;
CONSX[7]=61;
CONSX[8]=69;
CONSX[9]=77;
CONSX[10]=85;
CONSX[11]=93;
CONSX[12]=101;
CONSX[13]=108;
CONSX[14]=117;
CONSY[0]=4;
CONSY[1]=12;
CONSY[2]=20;
CONSY[3]=28;
CONSY[4]=36;
CONSY[5]=44;
CONSY[6]=52;
CONSY[7]=61;
CONSY[8]=69;
CONSY[9]=77;
CONSY[10]=86;
CONSY[11]=94;
CONSY[12]=102;
CONSY[13]=109;
CONSY[14]=117;
}
void wzq::MovetoLeft()
{
m_x--;
if (m_x<0) m_x=14;
}
void wzq::MovetoRight()
{
m_x++;
if (m_x>14) m_x=0;
}
void wzq::MovetoDown()
{
m_y++;
if (m_y>14) m_y=0;
}
void wzq::MovetoUp()
{
m_y--;
if (m_y<0) m_y=14;
}
void wzq::DrawPos()//画当前位置
{
dc->DrawBitmap(CONSX[m_x],CONSY[m_y] , wzq_select );//mask
}
void wzq::DrawQZ(int nx,int ny,bool style)//画棋子
{
if (dcseted==false)return;
if (nx>15||ny>15) return;
if (style )
{
dc->DrawBitmap(CONSX[nx],CONSY[ny] , qzh );//黑
}
else
{
dc->DrawBitmap( CONSX[nx],CONSY[ny] , qzb );//白旗
}
}
bool wzq::GetWinState()
{ return (m_winRec.winner!=0);}
/*___________________________________________________________________________________________*/
void wzq::NewGame()//新游戏
{
if (dcseted==false)return;
int i1=0;
int i2=0;
int i3=0;
int ix=0;
for(i1=0 ; i1<=14;i1++)
{
for(i2=0 ; i2<=14;i2++)
{
map[i1][i2]=0;
for(i3=0 ; i3<=3;i3++)
{
user[i1][i2][i3]=255;
pc[i1][i2][i3]=255;
}
}
}
for (ix=0;ix<225;ix++)//清空纪录
{
wzs[ix].used=false;
}
m_winRec.winner=0;
nowd2 =0;
ReDraw();
if (Model==1)
{
userBd(7,7);
}
}
/*___________________________________________________________________________________________*/
void wzq::ReDraw()//重画
{
int i1=0 ;
int i2=0 ;
int ii=1 ;
if (!dcseted) return;
dc->DrawBitmap(0, 0,qp);//画棋盘
for(i1=0 ; i1<15;i1++)//画棋局
{
for(i2=0 ; i2<15;i2++)
{
if (map[i1][i2]==1){DrawQZ(i1,i2,false);}//白
else{if (map[i1][i2]==2){DrawQZ(i1,i2,true);}} //黑
}
}
if (m_winRec.winner!=0)//画胜利旗帜
{
int x1=m_winRec.nx1 , y1=m_winRec.ny1;
int xj,yj;
if(m_winRec.nx2-m_winRec.nx1>0)//直线或斜向
{
xj=1;
}
else
{
if (m_winRec.nx2-m_winRec.nx1==0)
{
xj=0;
}
else
{
xj=-1;
}
}
if(m_winRec.ny2-m_winRec.ny1>0)
{
yj=1;
}
else
{
if (m_winRec.ny2-m_winRec.ny1==0)
{
yj=0;
}
else
{
yj=-1;
}
}
if (m_winRec.winner!=0)
{
for ( ii=1 ; ii<=5 ; ii++)
{
dc->DrawBitmap( CONSX[x1],CONSY[y1],dead);
x1+=xj;
y1+=yj;
}
}
}
DrawPos();
}
/*___________________________________________________________________________________________*/
bool wzq::userAd(int nx,int ny)//黑色下子
{
if (!dcseted) return false;
if (map[nx][ny]==0)
{
map[nx][ny]=1;
DrawQZ(nx,ny,false);
return true;
}
else
{
return false;
}
}
/*___________________________________________________________________________________________*/
bool wzq::userBd(int nx,int ny)//白色下子
{
if (!dcseted) return false;
if (map[nx][ny]==0)
{
map[nx][ny]=2;
DrawQZ(nx,ny,true);
return true;
}
else
{
return false;
}
}
/*__________________________________________________________________________________________*/
bool wzq::bewinner2(bool style,int nx,int ny)//胜败
{
int tx1=0,tx2=0,ty1=0,ty2=0;
int yx1=0,yx2=0,yy1=0,yy2=0;
int st=(int)style+1;
int x1;
for ( x1=-5 ; x1<= 5 ; x1++)
{
if (map[nx+x1][ny]==st)
{
tx1++;
if (tx1==1) yx1=x1;
if (tx1>=5)
{
return SetWinner(st,nx+yx1,nx+yx1+5,ny,ny);
}
}
else
{
tx1=0;
}
if (map[nx][ny+x1]==st)
{
ty1++;
if (ty1==1) yy1=x1;
if (ty1>=5)
{
return SetWinner(st,nx,nx,ny+yy1,ny+yy1+5);
}
}
else
{
ty1=0;
}
if (map[nx+x1][ny+x1]==st)
{
tx2++;
if (tx2==1) yx2=x1;
if (tx2>=5)
{
return SetWinner(st,nx+yx2,nx+yx2+5,ny+yx2,ny+yx2+5);
}
}
else
{
tx2=0;
}
if (map[nx+x1][ny-x1]==st)
{
ty2++;
if (ty2==1) yy2=x1;
if (ty2>=5)
{
return SetWinner(st,nx+yy2,nx+yy2+5,ny-yy2,ny-yy2-5);
}
}
else
{
ty2=0;
}
}
return false;
}
bool wzq::SetWinner(int st,int x1,int x2,int y1,int y2)
{
m_winRec.winner =st;
m_winRec.nx1= x1;
m_winRec.nx2 =x2;
m_winRec.ny1 =y1;
m_winRec.ny2 =y2;
return true;
}
/*__________________________________________________________________________________________*/
bool wzq::downzi(/*int nx,int ny*/)//外部调用此函数下子
{
int nx=m_x;
int ny=m_y;
bool turnback;
if (nx<0||nx>14||ny<0||nx>14) return false;
if (Model==2 )
{
/*if (nturn==1)
{
turnback=userAd(nx,ny);
bewinner2(false,nx,ny);
nturn =turnback?0:1;
setback(nx,ny,false);
}
else*/
{
turnback=userBd(nx,ny);
bewinner2(true,nx,ny);
//nturn =turnback?1:0;
setback(nx,ny,true);
}
}
else
{
if (Model==1)
{
if (userAd(nx,ny)==false)return false;
bewinner2(false,nx,ny);
CPoint aigo=wzq::AiGo(true);
setback(nx,ny,false);
userBd(aigo.x,aigo.y);
setback(aigo.x,aigo.y,true);
bewinner2(true,aigo.x,aigo.y);
}
else
{
if (Model==0)
{
if (userBd(nx,ny)==false) return false;
bewinner2(true,nx,ny);
CPoint aigo=AiGo(false);
setback(nx,ny,true);
userAd(aigo.x,aigo.y);
setback(aigo.x,aigo.y,false);
bewinner2(false,aigo.x,aigo.y);
}
}}
return turnback;
}
/*__________________________________________________________________________________________*/
bool wzq::bejs(int nx,int ny)
{
/*++此处添加禁手控制++*/
//因为我不熟悉五子棋的规则,所以没有设置禁手
return false;
}
/*__________________________________________________________________________________________*/
void wzq::fillin(bool color,bool player,bool type)
{
int ix,iy;
int im=0 ;
for (ix=0 ;ix<=14;ix++)
{
for (iy=0 ;iy<=14;iy++)
{
if (map[ix][iy]==0)
{
for ( im=0 ; im<=3 ; im++)
{
setqx(ix,iy,color,player,im,type);
}
}
}
}
}
/*__________________________________________________________________________________________*/
void wzq::setqx(int nx ,int ny,bool style,bool player,int st,bool type)
{
bool ok=true;
int ia,ib;
int ix,iy;
int i2,i2j;
int tem1,tem2;
int x;
int i3;
int m1,m3;
int i;
int wx=nx,wy=ny,tem3=0;
switch (st)
{
case 0:
i2=1,i2j=0;break;
case 1:
i2=0,i2j=1;break;
case 2:
i2=1,i2j=1;break;
case 3:
i2=1,i2j=-1;break;
}
unsigned char temp3[15]={0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
unsigned char temp4[15]={0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
begin:
if (map[wx][wy]!=0)return;
i3=0;
ix=i2;
iy=i2j;
ia=1,ib=1;
//right==========================================================================================//
x=map[wx-ix][wy-iy];
while(!(x!=(int)style+1||wx-ix<0||wy-iy<0))
{
ia++;
ix+=i2;
iy+=i2j;
x=map[wx-ix][wy-iy];
}
ix=i2,iy=i2j;
//left====================================================================================//
x=map[wx+ix][wy+iy];
while(!(x!=(int)style+1||wx+ix>14||wy+iy>14))
{
ix+=i2;
iy+=i2j;
ib++;
x=map[wx+ix][wy+iy];
}
//偏移=======================================================================================//
if (ib==1&&ia==1)
{
if (tem3==0)
{
wx+=i2,wy+=i2j;
tem3=1;
goto begin;
}
else
{
if (tem3==1)
{
wx-=i2*2,wy-=i2j*2;
tem3=2;
goto begin;
}
else
{
if (tem3==2)return;
}
}
}
ix=0,iy=0;
switch (st)
{
case 0:
{
m1=(ia!=1&&ib==1),m3=(ib!=1&&ia==1);
for(i=0; i<1+ia+ib;i++)
{
tem1=wx-ia+ix-m1;
if (tem1<0||tem1>14){ix+=1;continue;}
x=map[tem1][wy];
temp3[i3]=ntoc(x,type,style);
ix+=1;
i3++;
}
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