📄 wzqdlg.cpp
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// WzqDlg.cpp : implementation file
//
#include "stdafx.h"
#include "Wzq.h"
#include "WzqDlg.h"
#include <mmsystem.h>
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
/////////////////////////////////////////////////////////////////////////////
// CAboutDlg dialog used for App About
class CAboutDlg : public CDialog
{
public:
CAboutDlg();
// Dialog Data
//{{AFX_DATA(CAboutDlg)
enum { IDD = IDD_ABOUTBOX };
CLinkButton m_ok1;
//}}AFX_DATA
// ClassWizard generated virtual function overrides
//{{AFX_VIRTUAL(CAboutDlg)
protected:
virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV support
//}}AFX_VIRTUAL
// Implementation
protected:
//{{AFX_MSG(CAboutDlg)
//}}AFX_MSG
DECLARE_MESSAGE_MAP()
};
CAboutDlg::CAboutDlg() : CDialog(CAboutDlg::IDD)
{
//{{AFX_DATA_INIT(CAboutDlg)
//}}AFX_DATA_INIT
}
void CAboutDlg::DoDataExchange(CDataExchange* pDX)
{
CDialog::DoDataExchange(pDX);
//{{AFX_DATA_MAP(CAboutDlg)
DDX_Control(pDX, IDOK, m_ok1);
//}}AFX_DATA_MAP
}
BEGIN_MESSAGE_MAP(CAboutDlg, CDialog)
//{{AFX_MSG_MAP(CAboutDlg)
// No message handlers
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// CWzqDlg dialog
CWzqDlg::CWzqDlg(CWnd* pParent /*=NULL*/)
: CDialog(CWzqDlg::IDD, pParent)
{
CBitmap b,c,d,e,f;
CSize x;
b.LoadBitmap(IDB_QP);
x.cx =446 ;
x.cy =446;
//Creates a memory device context that is compatible with the device specified by pDC
qp.CreateCompatibleDC(NULL);
//Selects an object into the device context
qp.SelectObject(&b);
qp.SetSize(x);
b.DeleteObject();
c.LoadBitmap(IDB_QZH);
x.cx = 27 ;
x.cy =27 ;
qzh.CreateCompatibleDC(NULL);
qzh.SelectObject(&c);
qzh.SetSize(x);
c.DeleteObject();
d.LoadBitmap(IDB_QZB);
x.cx = 27 ;
x.cy =27;
qzb.CreateCompatibleDC(NULL);
qzb.SelectObject(&d);
qzb.SetSize(x);
d.DeleteObject();
e.LoadBitmap(IDB_MASK);
x.cx = 27 ;
x.cy =27;
mask.CreateCompatibleDC(NULL);
mask.SelectObject(&e);
mask.SetSize(x);
d.DeleteObject();
f.LoadBitmap(IDB_DEAD);
x.cx=27;
x.cy=27;
dead.CreateCompatibleDC(NULL);
dead.SelectObject(&f);
dead.SetSize(x);
f.DeleteObject();
goflag=TRUE;
computergo=FALSE;
//{{AFX_DATA_INIT(CWzqDlg)
// NOTE: the ClassWizard will add member initialization here
//}}AFX_DATA_INIT
// Note that LoadIcon does not require a subsequent DestroyIcon in Win32
m_hIcon = AfxGetApp()->LoadIcon(IDR_MAINFRAME);
}
void CWzqDlg::DoDataExchange(CDataExchange* pDX)
{
CDialog::DoDataExchange(pDX);
//{{AFX_DATA_MAP(CWzqDlg)
DDX_Control(pDX, IDCANCEL6, m_huiqi);
DDX_Control(pDX, IDCANCEL5, m_help);
DDX_Control(pDX, IDCANCEL4, m_zuozhe);
DDX_Control(pDX, IDCANCEL3, m_choice);
DDX_Control(pDX, IDCANCEL2, m_newgame);
DDX_Control(pDX, IDCANCEL, m_cancel);
//}}AFX_DATA_MAP
}
BEGIN_MESSAGE_MAP(CWzqDlg, CDialog)
//{{AFX_MSG_MAP(CWzqDlg)
ON_WM_SYSCOMMAND()
ON_WM_PAINT()
ON_WM_QUERYDRAGICON()
ON_WM_LBUTTONDOWN()
ON_BN_CLICKED(IDCANCEL2, OnPlayAgain)
ON_BN_CLICKED(IDCANCEL3, OnChoice)
ON_BN_CLICKED(IDCANCEL4, Onzuozhe)
ON_BN_CLICKED(IDCANCEL5, Onhelp)
ON_BN_CLICKED(IDCANCEL6, Onhuiqi)
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// CWzqDlg message handlers
BOOL CWzqDlg::OnInitDialog()
{
CDialog::OnInitDialog();
// Add "About..." menu item to system menu.
// IDM_ABOUTBOX must be in the system command range.
ASSERT((IDM_ABOUTBOX & 0xFFF0) == IDM_ABOUTBOX);
ASSERT(IDM_ABOUTBOX < 0xF000);
CMenu* pSysMenu = GetSystemMenu(FALSE);
if (pSysMenu != NULL)
{
CString strAboutMenu;
strAboutMenu.LoadString(IDS_ABOUTBOX);
if (!strAboutMenu.IsEmpty())
{
pSysMenu->AppendMenu(MF_SEPARATOR);
pSysMenu->AppendMenu(MF_STRING, IDM_ABOUTBOX, strAboutMenu);
}
}
// Set the icon for this dialog. The framework does this automatically
// when the application's main window is not a dialog
SetIcon(m_hIcon, TRUE); // Set big icon
SetIcon(m_hIcon, FALSE); // Set small icon
// TODO: Add extra initialization here
Mycomputer.SetDC(&qp,&qzh,&qzb,&mask,&dead,this->GetDC());
Mycomputer.NewGame();
Music("IDR_WAVE1","WAVE");
return TRUE; // return TRUE unless you set the focus to a control
}
void CWzqDlg::OnSysCommand(UINT nID, LPARAM lParam)
{
if ((nID & 0xFFF0) == IDM_ABOUTBOX)
{
CAboutDlg dlgAbout;
dlgAbout.DoModal();
}
else
{
CDialog::OnSysCommand(nID, lParam);
}
}
// If you add a minimize button to your dialog, you will need the code below
// to draw the icon. For MFC applications using the document/view model,
// this is automatically done for you by the framework.
void CWzqDlg::OnPaint()
{
if (IsIconic())
{
CPaintDC dc(this); // device context for painting
SendMessage(WM_ICONERASEBKGND, (WPARAM) dc.GetSafeHdc(), 0);
// Center icon in client rectangle
int cxIcon = GetSystemMetrics(SM_CXICON);
int cyIcon = GetSystemMetrics(SM_CYICON);
CRect rect;
GetClientRect(&rect);
int x = (rect.Width() - cxIcon + 1) / 2;
int y = (rect.Height() - cyIcon + 1) / 2;
// Draw the icon
dc.DrawIcon(x, y, m_hIcon);
}
else
{
CDialog::OnPaint();
Mycomputer.DrawAgain();
}
}
// The system calls this to obtain the cursor to display while the user drags
// the minimized window.
HCURSOR CWzqDlg::OnQueryDragIcon()
{
return (HCURSOR) m_hIcon;
}
void CWzqDlg::OnLButtonDown(UINT nFlags, CPoint point)
{
// TODO: Add your message handler code here and/or call default
int x1,y1;
x1=(int)(point.x-7)/29;
y1=(int)(point.y-7)/29;
// char a[20];
// _gcvt(x1,3,a);
// AfxMessageBox(a);
// _gcvt(y1,3,a);
// AfxMessageBox(a);
if(x1<0 || x1>14 || y1<0 || y1>14)//判断鼠标左击是否过界
{
AfxMessageBox("过界了!");
return;
}
else if(Mycomputer.QiPan[y1][x1].Qizhi!=0)//鼠标左击的是否是已经走了的棋
return;
if(Mycomputer.stophand)//有赢家后就不能再走棋了
{
AfxMessageBox("请按[新游戏]按钮重新开局!");
return;
}
else if(Mycomputer.Model==2)//如果是两人对弈模式
{
if(goflag)//判断是谁下棋
{
Mycomputer.BuildHuiQi(y1,x1);
Mycomputer.DownBaizhi(x1,y1);//先走的下白棋
if(Mycomputer.WhoWin(y1,x1))
{
Mycomputer.DrawAgain();
Mycomputer.stophand=TRUE;
AfxMessageBox("白棋赢!");
}
goflag=FALSE;
}
else
{
Mycomputer.BuildHuiQi(y1,x1);
Mycomputer.Downheizhi(x1,y1);
if(Mycomputer.WhoWin(y1,x1))
{
Mycomputer.DrawAgain();
Mycomputer.stophand=TRUE;
AfxMessageBox("黑棋赢!");
}
goflag=TRUE;
}
}
else//其他模式
{
Mycomputer.BuildHuiQi(y1,x1);
Mycomputer.DownBaizhi(x1,y1);
if(Mycomputer.WhoWin(y1,x1))
{
Mycomputer.DrawAgain();
Mycomputer.stophand=TRUE;
AfxMessageBox("白棋赢!");
}
else
Mycomputer.PcThink();
}
CDialog::OnLButtonDown(nFlags, point);
}
void CWzqDlg::OnPlayAgain()
{
// TODO: Add your control notification handler code here
Mycomputer.NewGame();
goflag=TRUE;
}
void CWzqDlg::OnChoice()
{
// TODO: Add your control notification handler code here
CThoice dlg;
dlg.GetModel(Mycomputer.Model);
dlg.DoModal();
Mycomputer.Model=dlg.SetModel();
Mycomputer.NewGame();
goflag=TRUE;
}
void CWzqDlg::Onzuozhe()
{
// TODO: Add your control notification handler code here
CAboutDlg dlg;
dlg.DoModal();
}
void CWzqDlg::Onhelp()
{
// TODO: Add your control notification handler code here
if(Mycomputer.Model==0 || Mycomputer.Model==1)//人先机后或机先人后
{
computergo=TRUE;
Mycomputer.GetComputerGo(computergo);
Mycomputer.PcThink();
Mycomputer.PcThink();
computergo=FALSE;
}
else if(Mycomputer.Model==2)//两人对弈
{
if(goflag)
{
Mycomputer.GetComputerGo(goflag);
Mycomputer.PcThink();
goflag=FALSE;
}
else
{
Mycomputer.GetComputerGo(goflag);
Mycomputer.PcThink();
goflag=TRUE;
}
}
else
AfxMessageBox("帮助出现了问题!");
}
void CWzqDlg::Onhuiqi()
{
// TODO: Add your control notification handler code here
if(Mycomputer.Model==2)
{
goflag=!goflag;
Mycomputer.HuiQiGo();
}
else
{
Mycomputer.HuiQiGo();
Mycomputer.HuiQiGo();
}
Mycomputer.DrawAgain();
}
void CWzqDlg::Music(CString x, CString y)
{
HINSTANCE h=AfxGetInstanceHandle();
HRSRC hr=FindResource(h,x,y);
HGLOBAL hg=LoadResource(h,hr);
LPSTR lp=(LPSTR)LockResource(hg);
sndPlaySound(lp,SND_LOOP|SND_MEMORY|SND_ASYNC);
FreeResource(hg);
}
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