📄 chessdlg.cpp
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// ChessDlg.cpp : implementation file
//
#include "stdafx.h"
#include "Chess.h"
#include "ChessDlg.h"
#include "NewGame.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
/////////////////////////////////////////////////////////////////////////////
// CAboutDlg dialog used for App About
BOOL CChessDlg::IsGameOver(BYTE position[10][9])
{
int i,j;
BOOL RedLive = FALSE, BlackLive=FALSE;
for (i = 7; i < 10; i++)
for (j = 3; j < 6; j++)
{
if (position[i][j] == B_KING)
{
BlackLive = TRUE;
m_whowin=FALSE;
}
if (position[i][j] == R_KING)
{
RedLive = TRUE;
m_whowin=TRUE;
}
}
for (i = 0; i < 3; i++)
for (j = 3; j < 6; j++)
{
if (position[i][j] == B_KING)
{
BlackLive = TRUE;
m_whowin=FALSE;
}
if (position[i][j] == R_KING)
{
RedLive = TRUE;
m_whowin=TRUE;
}
}
if (RedLive && BlackLive)
return FALSE;
else
return TRUE;
}
#define BORDERWIDTH 15 //棋盘(左右)边缘的宽度
#define BORDERHEIGHT 14 //棋盘(上下)边缘的高度
#define GRILLEWIDTH 39 //棋盘上每个格子的高度
#define GRILLEHEIGHT 39 //棋盘上每个格子的宽度
//下面的常量数组保存了棋盘得初始状态
const BYTE InitChessBoard[10][9]=
{
{B_CAR, B_HORSE, B_ELEPHANT, B_BISHOP, B_KING, B_BISHOP, B_ELEPHANT, B_HORSE, B_CAR},
{NOCHESS, NOCHESS, NOCHESS, NOCHESS, NOCHESS, NOCHESS, NOCHESS, NOCHESS, NOCHESS},
{NOCHESS, B_CANON, NOCHESS, NOCHESS, NOCHESS, NOCHESS, NOCHESS, B_CANON, NOCHESS},
{B_PAWN, NOCHESS, B_PAWN, NOCHESS, B_PAWN, NOCHESS, B_PAWN, NOCHESS, B_PAWN},
{NOCHESS, NOCHESS, NOCHESS, NOCHESS, NOCHESS, NOCHESS, NOCHESS, NOCHESS, NOCHESS},
{NOCHESS, NOCHESS, NOCHESS, NOCHESS, NOCHESS, NOCHESS, NOCHESS, NOCHESS, NOCHESS},
{R_PAWN, NOCHESS, R_PAWN, NOCHESS, R_PAWN, NOCHESS, R_PAWN, NOCHESS, R_PAWN},
{NOCHESS, R_CANON, NOCHESS, NOCHESS, NOCHESS, NOCHESS, NOCHESS, R_CANON, NOCHESS},
{NOCHESS, NOCHESS, NOCHESS, NOCHESS, NOCHESS, NOCHESS, NOCHESS, NOCHESS, NOCHESS},
{R_CAR, R_HORSE, R_ELEPHANT, R_BISHOP, R_KING, R_BISHOP, R_ELEPHANT, R_HORSE, R_CAR}
};
class CAboutDlg : public CDialog
{
public:
CAboutDlg();
// Dialog Data
//{{AFX_DATA(CAboutDlg)
enum { IDD = IDD_ABOUTBOX };
//}}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)
//}}AFX_DATA_MAP
}
BEGIN_MESSAGE_MAP(CAboutDlg, CDialog)
//{{AFX_MSG_MAP(CAboutDlg)
// No message handlers
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// CChessDlg dialog
CChessDlg::CChessDlg(CWnd* pParent /*=NULL*/)
: CDialog(CChessDlg::IDD, pParent)
{
//{{AFX_DATA_INIT(CChessDlg)
// 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 CChessDlg::DoDataExchange(CDataExchange* pDX)
{
CDialog::DoDataExchange(pDX);
//{{AFX_DATA_MAP(CChessDlg)
DDX_Control(pDX, IDC_EDIT1, m_OutputInfo);
//}}AFX_DATA_MAP
}
BEGIN_MESSAGE_MAP(CChessDlg, CDialog)
//{{AFX_MSG_MAP(CChessDlg)
ON_WM_SYSCOMMAND()
ON_WM_PAINT()
ON_WM_QUERYDRAGICON()
ON_WM_LBUTTONDOWN()
ON_WM_LBUTTONUP()
ON_WM_MOUSEMOVE()
ON_COMMAND(ID_NEW_GAME, OnNewGame)
ON_COMMAND(IDM_ABOUTBOX, OnAboutbox)
ON_COMMAND(ID_BACK, OnBack)
ON_COMMAND(IDM_REDAI, OnRedai)
ON_COMMAND(IDM_UNREDAI, OnUnredai)
ON_WM_TIMER()
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// CChessDlg message handlers
BOOL CChessDlg::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 m_pMenu;
m_pMenu.LoadMenu(IDR_MENU1);
SetMenu(&m_pMenu);
m_pMenu.Detach();
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
//创建含有棋子图形的ImgList,用于绘制棋子
m_Chessman.Create(IDB_CHESSMAN,36,14,RGB(0,255,0));
//下面这段代码取棋盘图形的宽,高
BITMAP BitMap;
m_BoardBmp.LoadBitmap(IDB_CHESSBOARD);
m_BoardBmp.GetBitmap(&BitMap);
m_nBoardWidth=BitMap.bmWidth;
m_nBoardHeight=BitMap.bmHeight;
m_BoardBmp.DeleteObject();
memcpy(m_ChessBoard,InitChessBoard,90);//初始化棋盘
memcpy(m_BoardForBack[0], InitChessBoard, 90);//用于悔棋
CMoveGenerator *pMG;
CEveluation *pEvel;
m_pSE = new CNegaMaxEngine;//创建负极大值搜索引擎
pMG = new CMoveGenerator;//创建走法产生器
pEvel = new CEveluation;//创建估值核心
m_pSE->SetSearchDepth(3);//设定搜索层数为3
m_pSE->SetMoveGenerator(pMG);//给搜索引擎设定走法产生器
m_pSE->SetEveluator(pEvel);//给搜索引擎设定估值核心
m_pSE_Red=NULL;
m_MoveChess.nChessID = NOCHESS;//将移动的棋子清空
bGameOver=FALSE;
IsRedAi=FALSE;
m_nForBackup=0;
m_backcount=0;
return TRUE; // return TRUE unless you set the focus to a control
}
void CChessDlg::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 CChessDlg::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
{
CPaintDC dc(this);
CDC MemDC;
int i, j;
POINT pt;
CBitmap *pOldBmp;
MemDC.CreateCompatibleDC( &dc );
m_BoardBmp.LoadBitmap(IDB_CHESSBOARD);
pOldBmp = MemDC.SelectObject(&m_BoardBmp);
for (i = 0; i < 10; i++)
{//绘制棋盘上的棋子
for (j = 0; j < 9; j++)
{
if (m_ChessBoard[i][j] == NOCHESS)
continue;
pt.x = j*GRILLEWIDTH+15;
pt.y = i*GRILLEHEIGHT+14;
m_Chessman.Draw(&MemDC, m_ChessBoard[i][j]-1, pt, ILD_TRANSPARENT);
}
}
if (m_MoveChess.nChessID != NOCHESS)//绘制用户正在拖动的棋子
m_Chessman.Draw(&MemDC, m_MoveChess.nChessID - 1, m_MoveChess.ptMovePoint, ILD_TRANSPARENT);
//将绘制的内容刷新到屏幕
dc.BitBlt(0, 0, m_nBoardWidth, m_nBoardHeight, &MemDC, 0, 0, SRCCOPY);
MemDC.SelectObject(&pOldBmp);
MemDC.DeleteDC();
m_BoardBmp.DeleteObject();
CDialog::OnPaint();
}
}
// The system calls this to obtain the cursor to display while the user drags
// the minimized window.
HCURSOR CChessDlg::OnQueryDragIcon()
{
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