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📄 mantischess.cpp

📁 一个博弈论的经典游戏,规则是两边轮流走棋,走到最后一步者胜.先手只有一种走法能胜电脑,试试看
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/***************************************************************
  MantisChess.cpp : 程序入口          JiaJu   2004.10.16

  

******************************************************************/


#include "StdAfx.h"
#include "resource.h"
#include "MantisChessDef.h"
#include "MantisChessDraw.h"
#include "MantisChessStd.h"
#include "MantisChessThink.h"

#define MAX_LOADSTRING 100

// Global Variables:
HINSTANCE hInst;								// current instance
TCHAR szTitle[MAX_LOADSTRING];								// The title bar text
TCHAR szWindowClass[MAX_LOADSTRING];								// The title bar text

// Foward declarations of functions included in this code module:
ATOM				MyRegisterClass(HINSTANCE hInstance);
BOOL				InitInstance(HINSTANCE, int);
LRESULT CALLBACK	WndProc(HWND, UINT, WPARAM, LPARAM);
LRESULT CALLBACK	About(HWND, UINT, WPARAM, LPARAM);

//----------------------------
void OnCreate(HWND hWnd);
void Reset();
void ShowRect(HDC hdc,LPRECT prect);
void ShowPoint(HDC hdc,POINT point);
void Think(HWND hWnd);
BOOL Go(HWND hWnd,int man,POINT targetpoint);
void OnMouseMove(POINT point);
void OnLButtonDown(HWND hWnd,POINT point);
BOOL FaceToPoint(POINT &point);
void OnBack(HWND hWnd);

//--------------------------------------
static  POINT g_pointChessman[6];	//棋子坐标
static  int g_iChessmanMap[6][13];	//棋位状态
static  int g_iSide;				//轮到哪放走
static  HCURSOR g_hCurCantGo;		//不可以点击时显示的鼠标
static  HCURSOR g_hCurHand;			//可以点击时显示的鼠标
static  HCURSOR g_hCurThinking;		//计算时显示的鼠标
static 	HICON g_hIconChessman[6];	//棋子的图像
static 	HDC g_hdcChessboard;		//棋盘的设备描述表
static 	HBITMAP g_hbmpChessboard;	//棋盘的位图
static 	int g_iChessmanSelect;		//选择的棋子
static 	int g_iComputerSide;		//电脑的颜色
static  BOOL g_bEndGame;			//游戏结束标志



//--------------------------------------

int APIENTRY WinMain(HINSTANCE hInstance,
                     HINSTANCE hPrevInstance,
                     LPSTR     lpCmdLine,
                     int       nCmdShow)
{
 	// TODO: Place code here.
	MSG msg;

	// Initialize global strings
	LoadString(hInstance, IDS_APP_TITLE, szTitle, MAX_LOADSTRING);
	LoadString(hInstance, IDC_MANTIS, szWindowClass, MAX_LOADSTRING);
	MyRegisterClass(hInstance);

	// Perform application initialization:
	if (!InitInstance (hInstance, nCmdShow)) 
	{
		return FALSE;
	}

	// Main message loop:
	while (GetMessage(&msg, NULL, 0, 0)) 
	{
		TranslateMessage(&msg);
		DispatchMessage(&msg);
	}

	return msg.wParam;
}



//
//  FUNCTION: MyRegisterClass()
//
//  PURPOSE: Registers the window class.
//
//  COMMENTS:
//
//    This function and its usage is only necessary if you want this code
//    to be compatible with Win32 systems prior to the 'RegisterClassEx'
//    function that was added to Windows 95. It is important to call this function
//    so that the application will get 'well formed' small icons associated
//    with it.
//
ATOM MyRegisterClass(HINSTANCE hInstance)
{
	WNDCLASSEX wcex;

	wcex.cbSize = sizeof(WNDCLASSEX); 

	wcex.style			= CS_HREDRAW | CS_VREDRAW;
	wcex.lpfnWndProc	= (WNDPROC)WndProc;
	wcex.cbClsExtra		= 0;
	wcex.cbWndExtra		= 0;
	wcex.hInstance		= hInstance;
	wcex.hIcon			= LoadIcon(hInstance, (LPCTSTR)IDI_MANTIS);
	wcex.hCursor		= NULL;
	wcex.hbrBackground	= NULL;
	wcex.lpszMenuName	= (LPCSTR)IDC_MANTIS;
	wcex.lpszClassName	= szWindowClass;
	wcex.hIconSm		= LoadIcon(wcex.hInstance, (LPCTSTR)IDI_SMALL);

	return RegisterClassEx(&wcex);
}

//
//   FUNCTION: InitInstance(HANDLE, int)
//
//   PURPOSE: Saves instance handle and creates main window
//
//   COMMENTS:
//
//        In this function, we save the instance handle in a global variable and
//        create and display the main program window.
//
BOOL InitInstance(HINSTANCE hInstance, int nCmdShow)
{
   HWND hWnd;

   hInst = hInstance; // Store instance handle in our global variable

   hWnd = CreateWindow(szWindowClass, "MathGame", WS_OVERLAPPED|WS_CAPTION|WS_SYSMENU,,
      CW_USEDEFAULT, 0, CW_USEDEFAULT, 0, NULL, NULL, hInstance, NULL);

   if (!hWnd)
   {
      return FALSE;
   }

   ShowWindow(hWnd, nCmdShow);
   UpdateWindow(hWnd);

   return TRUE;
}

//
//  FUNCTION: WndProc(HWND, unsigned, WORD, LONG)
//
//  PURPOSE:  Processes messages for the main window.
//
//  WM_COMMAND	- process the application menu
//  WM_PAINT	- Paint the main window
//  WM_DESTROY	- post a quit message and return
//
//
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
	int wmId, wmEvent;
	PAINTSTRUCT ps;
	HDC hdc;
    TCHAR szHello[MAX_LOADSTRING];
	LoadString(hInst, IDS_HELLO, szHello, MAX_LOADSTRING);
	POINT point;
	switch (message) 
	{
		case WM_COMMAND:
			wmId    = LOWORD(wParam); 
			wmEvent = HIWORD(wParam); 
			RECT rect1;
			// Parse the menu selections:
			switch (wmId)
			{
				case IDM_ABOUT:
				   DialogBox(hInst, (LPCTSTR)IDD_ABOUTBOX, hWnd, (DLGPROC)About);
				   break;
				case IDM_EXIT:
				   DestroyWindow(hWnd);
				   break;
				case IDM_NEW:
					
					Reset();
					g_iComputerSide=BLACK;
					rect1.left=0;
					rect1.top=0;
					rect1.right=XBW;
					rect1.bottom=YBW;
					hdc=GetDC(hWnd);
					ShowRect(hdc,&rect1);
					break;
				
				default:
				   return DefWindowProc(hWnd, message, wParam, lParam);
			}
			break;
		case WM_PAINT:
			hdc = BeginPaint(hWnd, &ps);
			// TODO: Add any drawing code here...
			RECT rect;
			GetClientRect(hWnd, &rect);
			ShowRect(hdc,&rect);	
			EndPaint(hWnd, &ps);
			break;
		case WM_DESTROY:
			DeleteObject(g_hbmpChessboard);
			DeleteDC(g_hdcChessboard);
			PostQuitMessage(0);
			break;
		case WM_CREATE:
			OnCreate(hWnd);
			break;
		case WM_LBUTTONDOWN:
			point.x=LOWORD(lParam);
			point.y=HIWORD(lParam);
			OnLButtonDown(hWnd,point);
			break;
		case WM_MOUSEMOVE:
			point.x=LOWORD(lParam);
			point.y=HIWORD(lParam);
			OnMouseMove(point);
			break;
		default:
			return DefWindowProc(hWnd, message, wParam, lParam);
   }
   return 0;
}

// Mesage handler for about box.
LRESULT CALLBACK About(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam)
{
	switch (message)
	{
		case WM_INITDIALOG:
				return TRUE;

		case WM_COMMAND:
			if (LOWORD(wParam) == IDOK || LOWORD(wParam) == IDCANCEL) 
			{
				EndDialog(hDlg, LOWORD(wParam));
				return TRUE;
			}
			break;
	}
    return FALSE;
}


/******************************************************************
OnCreate:		WM_CREATE 消息响应函数,建立窗口时进行初始化

参数:
hWnd:			窗口句柄

返回值:			无
******************************************************************/
void OnCreate(HWND hWnd)
{
	g_hCurHand=LoadCursor(hInst,MAKEINTRESOURCE(IDC_HAND));
	g_hCurThinking=LoadCursor(hInst,MAKEINTRESOURCE(IDC_THINKING));
	g_hCurCantGo=LoadCursor(hInst,MAKEINTRESOURCE(IDC_CANTGO));
	g_hIconChessman[RED_1]=LoadIcon(hInst,MAKEINTRESOURCE(IDI_R_K));
	g_hIconChessman[RED_2]=LoadIcon(hInst,MAKEINTRESOURCE(IDI_R_K));
	g_hIconChessman[RED_3]=LoadIcon(hInst,MAKEINTRESOURCE(IDI_R_K));
	

	g_hIconChessman[BLACK_1]=LoadIcon(hInst,MAKEINTRESOURCE(IDI_B_K));
	g_hIconChessman[BLACK_2]=LoadIcon(hInst,MAKEINTRESOURCE(IDI_B_K));
	g_hIconChessman[BLACK_3]=LoadIcon(hInst,MAKEINTRESOURCE(IDI_B_K));
	
	Reset();
	HDC hdc=GetDC(hWnd);
	g_hdcChessboard=CreateCompatibleDC(hdc);
	g_hbmpChessboard=CreateCompatibleBitmap(hdc,XBW,YBW);
	SelectObject(g_hdcChessboard,g_hbmpChessboard);
	int nCurTime=(int)::GetTickCount();
	MakeBoard(g_hdcChessboard,RGB(180,180+nCurTime%30,160));
	RECT rect={0,0,XBW,YBW};
	//以下创建窗口并置于center
	AdjustWindowRect(&rect,WS_OVERLAPPED|WS_CAPTION|WS_SYSMENU,TRUE);
	POINT lefttop;
	lefttop.x=(GetSystemMetrics(SM_CXSCREEN)-(rect.right-rect.left))/2;
	lefttop.y=(GetSystemMetrics(SM_CYSCREEN)-(rect.bottom-rect.top))/2;
	rect.left+=lefttop.x;
	rect.right+=lefttop.x;
	rect.top+=lefttop.y;
	rect.bottom+=lefttop.y;
	MoveWindow(hWnd,rect.left,rect.top,rect.right-rect.left,rect.bottom-rect.top,TRUE);

	
}

/******************************************************************
Reset:			把数据恢复为初始值

参数:			无

返回值:			无
******************************************************************/
void Reset()
{
	g_pointChessman[0].x=1;g_pointChessman[0].y=11;	//帅
	g_pointChessman[1].x=2;g_pointChessman[1].y=11;	//士
	g_pointChessman[2].x=3;g_pointChessman[2].y=11;	
	g_pointChessman[3].x=1;g_pointChessman[3].y=1;	//相
	g_pointChessman[4].x=2;g_pointChessman[4].y=1;
	g_pointChessman[5].x=3;g_pointChessman[5].y=1;	//马
	

	g_iSide=RED;

	FixManMap(g_iChessmanMap,g_pointChessman,g_iSide);
	
	g_iChessmanSelect=6;
	g_iComputerSide=1;
	g_bEndGame=FALSE;


	
}

/******************************************************************
ShowRect:		重画 prect 指向的区域

参数:
hdc:			设备描述表句柄
prect:			重画区域的指针

返回值:			无
******************************************************************/
void ShowRect(HDC hdc,LPRECT prect)
{
	RECT rc1={0,0,XBW,YBW};
	//取得真正要更新的区域:
	IntersectRect(&rc1,&rc1,prect);
	BitBlt(hdc,rc1.left,rc1.top,rc1.right-rc1.left,rc1.bottom-rc1.top,g_hdcChessboard,rc1.left,rc1.top,SRCCOPY);
	
	int left=(rc1.left)/BWA,top=(rc1.top)/BWA,right=(rc1.right)/BWA,bottom=(rc1.bottom)/BWA;

	for(int i=left;i<=right;i++)
	for(int j=top;j<=bottom;j++)
	{
		
		if(g_iChessmanMap[i][j+1]!=6)
			DrawIcon(hdc,i*BWA+SW,j*BWA+SW,g_hIconChessman[ManToIcon[g_iChessmanMap[i][j+1]]]);

		
	}
		
	
}

/******************************************************************
ShowPoint:		重画point棋位

参数:
hdc:			设备描述表句柄
point:			棋位坐标

返回值:			无
******************************************************************/
void ShowPoint(HDC hdc,POINT point)
{
	RECT rect;
	rect.left=(point.x)*BWA;
	rect.top=(point.y-1)*BWA;
	rect.right=rect.left+BWA;
	rect.bottom=rect.top+BWA;
	ShowRect(hdc,&rect);
}

/******************************************************************
Think:			求最佳走法并根据结果走棋

参数:
hWnd:			窗口句柄

返回值:			无
******************************************************************/
void Think(HWND hWnd)
{
	int i,j;
	POINT tmanposition[6];
	int  tside;
	int tmap[6][13];
	for(i=0;i<6;i++)
	{
		tmanposition[i]=g_pointChessman[i];
	}
	tside=g_iSide;
	for(i=0;i<6;i++)
	for(j=0;j<13;j++)
	{
		tmap[i][j]=g_iChessmanMap[i][j];
	}
	int resultman=6;
	POINT resultpoint={0,0};
	BOOL flag=Think(tmap,tmanposition,tside,resultman,resultpoint);
	if(flag)
	{
		Go(hWnd,resultman,resultpoint);
	}
	else
	{
		g_bEndGame=TRUE;
		MessageBox(hWnd,"Game over!","MantisChess",MB_OK);
	}

}

/******************************************************************
Go:				走棋

参数:
hWnd:			窗口句柄
man:			所移动的棋子
targetpoint:	目标位置

返回值:			成功返回TRUE,否则返回FALSE
******************************************************************/
BOOL Go(HWND hWnd,int man, POINT targetpoint)
{
	

	HDC hdc =GetDC(hWnd);
	if(g_bEndGame)return FALSE;
    if(!CanGo(g_pointChessman,g_iChessmanMap,man,g_pointChessman[man],targetpoint,g_iSide))return FALSE;
    
	POINT oldselect;
	oldselect=g_pointChessman[man];
	g_pointChessman[man]=targetpoint;
	FixManMap(g_iChessmanMap,g_pointChessman,g_iSide);

	g_iChessmanSelect=6;
	g_iSide=!g_iSide;

	
	

	ShowPoint(hdc,oldselect);
	ShowPoint(hdc,targetpoint);


	if((g_pointChessman[0].y+g_pointChessman[1].y+g_pointChessman[2].y-g_pointChessman[3].y-g_pointChessman[4].y-g_pointChessman[5].y)==3)
	{
		if(g_iSide==g_iComputerSide)
			::MessageBox(hWnd,"^_^You Win!^_^","MantisChess",MB_OK);
		else
			::MessageBox(hWnd,"^_^You Lost!^_^","MantisChess",MB_OK);
		g_bEndGame=TRUE;
		return TRUE;
	}
	if(g_iComputerSide==g_iSide&&!g_bEndGame)
	{
		SetCursor(g_hCurThinking);
		Think(hWnd);
		SetCursor(g_hCurCantGo);
	}
	return TRUE;
}

/******************************************************************
FaceToPoint:	把鼠标位置转换成对应的棋盘坐标

参数:
point:			鼠标位置

返回值:			鼠标位置在棋盘内返回TRUE,否则返回FALSE
******************************************************************/
BOOL FaceToPoint(POINT &point)
{
	if((point.x)%BWA<SW||(point.x)%BWA>BWA-SW)return FALSE;
	if((point.y)%BWA<SW||(point.y)%BWA>BWA-SW)return FALSE;
	POINT p;
	p.x=(point.x)/BWA;
	p.y=(point.y)/BWA+1;
	if(p.x<1||p.x>3||p.y<1||p.y>11)return FALSE;
	point=p;
	return TRUE;
}

/******************************************************************
OnLButtonDown:	WM_LBUTTONDOWN 消息响应函数

参数:
hWnd:			窗口句柄
point:			鼠标坐标

返回值:			无
******************************************************************/
void OnLButtonDown(HWND hWnd,POINT point) 
{

	if(g_bEndGame)
	{
		MessageBox(hWnd,"Game over!","MantisChess",MB_OK);
	}
	else if(FaceToPoint(point))
	{
		if(SideOfMan[g_iChessmanMap[point.x][point.y]]==!g_iComputerSide)
		{
			HDC hdc=GetDC(hWnd);
		
			g_iChessmanSelect=g_iChessmanMap[point.x][point.y];

			ShowPoint(hdc,g_pointChessman[g_iChessmanSelect]);
			
		}
		else if(g_iChessmanSelect!=6)
		{
			Go(hWnd,g_iChessmanSelect,point);
		}
	}
}
/******************************************************************
OnMouseMove:	WM_MOUSEMOVE 消息响应函数

参数:
point:			鼠标坐标

返回值:			无
******************************************************************/
void OnMouseMove(POINT point) 
{
	if(FaceToPoint(point))
	{
		if(g_iChessmanSelect!=6)
		{
			if(CanGo(g_pointChessman,g_iChessmanMap,g_iChessmanSelect,g_pointChessman[g_iChessmanSelect],point,0))
			{
				SetCursor(g_hCurHand);
			}
			else
			{
				SetCursor(g_hCurCantGo);
			}
		}
		else
		{
			if(SideOfMan[g_iChessmanMap[point.x][point.y]]==!g_iComputerSide)
			{
				SetCursor(g_hCurHand);
			}
			else
			{
				SetCursor(g_hCurCantGo);
			}
		}
	}
}

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