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📄 minewnd.cpp

📁 Windows 经典游戏-扫雷 源码 VC6.0、VS2005、VS2008均编译通过
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/*++

Copyright (c) 2004-2005  Micro-soft

Module Name:

    MineWnd.cpp

Abstract:

       the mian Frame of the Mine-Game, we should do the most draw-work here,
	surely,the size and style of the window should set here too. 

Author:
	Microsoft's Engineer - Unknown Name

    improved by Weijian Luo (Arthur Luo)   15-Jun-2005

	E-mail: skybluehacker@yahoo.com.cn

Revision History:      1.0

--*/
#include "stdafx.h"
#include "Mine.h"
#include "MineWnd.h"
#include "MineDefs.h"
#include "Mmsystem.h"
#include "DlgNewRecord.h"
#include "DlgHero.h"
#include "DlgCustom.h"

#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif

extern CMineApp theApp;
#define ID_TIMER_EVENT	WM_USER + 1
/////////////////////////////////////////////////////////////////////////////

CMineWnd::CMineWnd()
{
	m_pSndDead = NULL;
	m_pSndVictory = NULL;
	m_pSndClock = NULL;
	m_uTimer = 0;
	m_brsBG.CreateSolidBrush(COLOR_GRAY);
	
	LoadConfig();
	if (m_bSoundful) LoadWaveSrc();
	InitGame();
}

CMineWnd::~CMineWnd()
{
	FreeMines();
	FreeWaveSrc();
	SaveConfig();
}

BEGIN_MESSAGE_MAP(CMineWnd, CWnd)
//{{AFX_MSG_MAP(CMineWnd)
ON_WM_PAINT()
ON_WM_SHOWWINDOW()
ON_WM_TIMER()
ON_WM_LBUTTONUP()
ON_WM_RBUTTONUP()
ON_WM_LBUTTONDOWN()
ON_WM_RBUTTONDOWN()
ON_WM_MOUSEMOVE()
ON_COMMAND(IDM_START, OnMemuStart)
ON_COMMAND(IDM_PRIMARY, OnMemuPrimary)
ON_COMMAND(IDM_SECOND, OnMemuSecond)
ON_COMMAND(IDM_ADVANCE, OnMemuAdvance)
ON_COMMAND(IDM_CUSTOM, OnMemuCustom)
ON_COMMAND(IDM_MARK, OnMemuMark)
ON_COMMAND(IDM_COLOR, OnMemuColor)
ON_COMMAND(IDM_SOUND, OnMemuSound)
ON_COMMAND(IDM_EXIT, OnMemuExit)
ON_COMMAND(IDM_HELP_LIST, OnMemuHelpList)
ON_COMMAND(IDM_HELP_FIND, OnMemuHelpFind)
ON_COMMAND(IDM_HELP_USE, OnMemuHelpUse)
ON_COMMAND(IDM_ABOUT, OnMemuAbout)
ON_WM_KEYDOWN()
ON_WM_INITMENU()
ON_WM_CLOSE()
ON_COMMAND(IDM_HERO, OnMemuHero)
ON_COMMAND(IDM_CHEAT, OnMemuCheat)
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////

//
//载入配置
//
void CMineWnd::LoadConfig()
{
	//----------获取本地目录-------------*/
	char exeFullPath[MAX_PATH];
	CString strPath;
	GetModuleFileName(NULL, exeFullPath, MAX_PATH);
	strPath = CString(exeFullPath);
	strPath = strPath.Left(strPath.ReverseFind('\\'));
	//-----------------------------------*/	
	strPath += "\\config.ini";
	
		char strPrimary[80];
		char strSecond[80];
		char strAdvance[80];
	
	m_uXNum	= GetPrivateProfileInt("WINDOW","XNum", 10,strPath);
	m_uYNum	= GetPrivateProfileInt("WINDOW","YNum", 10,strPath);
	
	m_uMineNum = GetPrivateProfileInt("MINE","MineNum", 10,strPath);
	m_uLevel = GetPrivateProfileInt("MINE","Level", 0,strPath);
		
	m_uPrimary = GetPrivateProfileInt("SCORE","Primary", 999,strPath);
	m_uSecond  = GetPrivateProfileInt("SCORE","Second", 999,strPath);
	m_uAdvance = GetPrivateProfileInt("SCORE","Advance", 999,strPath);

	GetPrivateProfileString("HOLDER","PrimaryHolder", "匿名",strPrimary,80,strPath);
	GetPrivateProfileString("HOLDER","SecondHolder", "匿名",strSecond,80,strPath);
	GetPrivateProfileString("HOLDER","AdvanceHolder", "匿名",strAdvance,80,strPath);

	m_szPrimary = strPrimary;
	m_szSecond = strSecond;
	m_szAdvance  = strAdvance;

	m_bMarkful	= GetPrivateProfileInt("CONFIG","Markful", 0,strPath);
	m_bColorful = GetPrivateProfileInt("CONFIG","Colorful", 1,strPath);
	m_bSoundful = GetPrivateProfileInt("CONFIG","Soundful", 1,strPath);
}

//
// 保存
//
void CMineWnd::SaveConfig()
{

	//----------获取本地目录-------------*/
	char exeFullPath[MAX_PATH];
	CString strPath;
	GetModuleFileName(NULL, exeFullPath, MAX_PATH);
	strPath = CString(exeFullPath);
	strPath = strPath.Left(strPath.ReverseFind('\\'));
	//-----------------------------------*/	
	strPath += "\\config.ini";
	
	
	//雷区行列数
	   CString strXNum,strYNum;
	   //雷数 选择级别
	   CString strMineNum,strLevel;
	   //记录保持分数
	   CString strPrimary,strSecond,strAdvance;
	   //记录保持者
	   CString strPrimaryHolder,strSecondHolder,strAdvanceHolder;
	   //其他配置
	   CString strMarkful,strColorful,strSoundful;
	   
	   
	   strXNum.Format("%u",m_uXNum);
	   strYNum.Format("%u",m_uYNum);
	   
	   strMineNum.Format("%u",m_uMineNum);
	   strLevel.Format("%u",m_uLevel);
	   
	   strPrimary.Format("%u",m_uPrimary);
	   strSecond.Format("%u",m_uSecond);
	   strAdvance.Format("%u",m_uAdvance);
	   
	   strPrimaryHolder.Format("%s",m_szPrimary);
	   strSecondHolder.Format("%s",m_szSecond);
	   strAdvanceHolder.Format("%s",m_szAdvance);
	   
	   strMarkful.Format("%d",m_bMarkful);
	   strColorful.Format("%d",m_bColorful);
	   strSoundful.Format("%d",m_bSoundful);
	   
	   
	   WritePrivateProfileString("WINDOW","XNum", strXNum,strPath);
	   WritePrivateProfileString("WINDOW","YNum", strYNum,strPath);
	   
	   WritePrivateProfileString("MINE","MineNum", strMineNum,strPath);
	   WritePrivateProfileString("MINE","Level", strLevel,strPath);
	   
	   WritePrivateProfileString("SCORE","Primary", strPrimary,strPath);
	   WritePrivateProfileString("SCORE","Second", strSecond,strPath);
	   WritePrivateProfileString("SCORE","Advance", strAdvance,strPath);
	   
	   WritePrivateProfileString("HOLDER","PrimaryHolder", strPrimaryHolder,strPath);
	   WritePrivateProfileString("HOLDER","SecondHolder", strSecondHolder,strPath);
	   WritePrivateProfileString("HOLDER","AdvanceHolder", strAdvanceHolder,strPath);
	   
	   WritePrivateProfileString("CONFIG","Markful", strMarkful,strPath);
	   WritePrivateProfileString("CONFIG","Colorful", strColorful,strPath);
	   WritePrivateProfileString("CONFIG","Soundful", strSoundful,strPath);
	   
}

//
//载入位图
//
void CMineWnd::LoadBitmap()
{
	if (m_bColorful)
	{
		m_clrDark = COLOR_DARK_GRAY;
		m_bmpMine.DeleteObject();
		m_bmpMine.LoadBitmap(IDB_MINE_COLOR);
		m_bmpNumber.DeleteObject();
		m_bmpNumber.LoadBitmap(IDB_NUM_COLOR);
		m_bmpButton.DeleteObject();
		m_bmpButton.LoadBitmap(IDB_BTN_COLOR);
	}
	else 
	{
		m_clrDark = COLOR_BLACK;
		m_bmpMine.DeleteObject();
		m_bmpMine.LoadBitmap(IDB_MINE_GRAY);
		m_bmpNumber.DeleteObject();
		m_bmpNumber.LoadBitmap(IDB_NUM_GRAY);
		m_bmpButton.DeleteObject();
		m_bmpButton.LoadBitmap(IDB_BTN_GRAY);
	}
}

//
//  游戏的初始化
//
void CMineWnd::InitGame()
{
	//位图的初始化
	LoadBitmap();
	m_nLeaveNum = m_uMineNum;
	m_uSpendTime = 0;
	m_uBtnState = BUTTON_NORMAL;
	m_uGameState = GS_WAIT;
	
	if (m_uTimer) 
	{
		KillTimer(ID_TIMER_EVENT);
		m_uTimer = 0;
	}
	m_pNewMine = NULL;
	m_pOldMine = NULL;
	
	FreeMines();
	//初始化地图
	for (UINT i = 0; i<m_uYNum; i++) 
	{
		for (UINT j = 0; j<m_uXNum; j++)
		{
			m_pMines[i][j].uRow = i;
			m_pMines[i][j].uCol = j;
			m_pMines[i][j].uState = STATE_NORMAL;
			m_pMines[i][j].uAttrib = ATTRIB_EMPTY;
			m_pMines[i][j].uOldState = STATE_NORMAL;
		}
	}
}

//
// 布雷
//
void CMineWnd::LayMines(UINT row, UINT col)
{
//埋下随机种子
	srand( (unsigned)time( NULL ) );
	UINT i, j;
	
	for(UINT index = 0; index < m_uMineNum;) 
	{	
		//取随即数
		i = rand() % m_uYNum;
		j = rand() % m_uXNum;

		if (i == row && j == col) continue;
		if(m_pMines[i][j].uAttrib != ATTRIB_MINE) 
		{
			m_pMines[i][j].uAttrib = ATTRIB_MINE;//修改属性为雷

			index++;
		}
	}	
}

//
//雷方块拓展(对于周围无雷的空白区域)
//
void CMineWnd::ExpandMines(UINT row, UINT col)
{
	UINT i, j;
	UINT minRow = (row == 0) ? 0 : row - 1;
	UINT maxRow = row + 2;
	UINT minCol = (col == 0) ? 0 : col - 1;
	UINT maxCol = col + 2;
	UINT around = GetAroundNum(row, col);

	
	m_pMines[row][col].uState = 15 - around;
	m_pMines[row][col].uOldState = 15 - around;

	// “打开”该区域,重绘
	DrawSpecialMine(row, col);

	//对周围一个雷都没有的空白区域
	if (around == 0)
	{
		for (i = minRow; i < maxRow; i++) 
		{
			for (j = minCol; j < maxCol; j++) 
			{//对于周围可以拓展的区域进行的规拓展			
				if (!(i == row && j == col) && 
					m_pMines[i][j].uState == STATE_NORMAL
					&& m_pMines[i][j].uAttrib != ATTRIB_MINE) 
				{

					if (!IsInMineArea(i, j)) continue;
					ExpandMines(i, j);
				}
			}
		}
	}
}


//
//  获取某个小方块区域相邻8个区域的雷个数
//
UINT CMineWnd::GetAroundNum(UINT row, UINT col)
{
	UINT i, j;
	UINT around = 0;
	UINT minRow = (row == 0) ? 0 : row - 1;
	UINT maxRow = row + 2;
	UINT minCol = (col == 0) ? 0 : col - 1;
	UINT maxCol = col + 2;

	for (i = minRow; i < maxRow; i++) 
	{
		for (j = minCol; j < maxCol; j++)
		{
			if (!IsInMineArea(i, j)) continue;
			if (m_pMines[i][j].uAttrib == ATTRIB_MINE) around++;
		}
	}
	return around;
}

//
//  获取某个小方块区域相邻8个区域的已标志状态数
//
UINT CMineWnd::GetAroundFlags(UINT row, UINT col)
{
	UINT i, j;
	UINT flags = 0;
	UINT minRow = (row == 0) ? 0 : row - 1;
	UINT maxRow = row + 2;
	UINT minCol = (col == 0) ? 0 : col - 1;
	UINT maxCol = col + 2;
	
	for (i = minRow; i < maxRow; i++) 
	{
		for (j = minCol; j < maxCol; j++)
		{
			if (!IsInMineArea(i, j)) continue;
			if (m_pMines[i][j].uState == STATE_FLAG) flags++;
		}
	}
	return flags;
}
//
//判断是否为雷
//
BOOL CMineWnd::IsMine(UINT row, UINT col)
{
	return (m_pMines[row][col].uAttrib == ATTRIB_MINE);
}

//判断是否在雷区域
BOOL CMineWnd::IsInMineArea(UINT row, UINT col)
{
	return (row >= 0 && row < m_uYNum && col >= 0 && col < m_uXNum);
}

//
//  失败处理
//
void CMineWnd::Dead(UINT row, UINT col)
{
	//按钮所在的区域
	CRect rcBtn(m_uBtnRect[1], 15, m_uBtnRect[2], 39);
	//雷区所在的区域
	CRect rcMineArea(MINE_AREA_LEFT, MINE_AREA_TOP, 
		MINE_AREA_LEFT + m_uXNum * MINE_WIDTH, 
		MINE_AREA_TOP + m_uYNum * MINE_HEIGHT);
	
	UINT i, j;
	
	if (m_pMines[row][col].uAttrib == ATTRIB_MINE) 
	{//失败--点中雷
		for (i = 0; i < m_uYNum; i++)
		{
			for (j = 0; j < m_uXNum; j++)
			{
				m_pMines[row][col].uState = STATE_BLAST;
				m_pMines[row][col].uOldState = STATE_BLAST;
				if (m_pMines[i][j].uAttrib == ATTRIB_MINE
					&& m_pMines[i][j].uState != STATE_FLAG) 
				{
					m_pMines[i][j].uState = STATE_MINE;
					m_pMines[i][j].uOldState = STATE_MINE;
				}
			}
		}
	}
	else {//失败--错误雷
		for (i = 0; i < m_uYNum; i++)
		{
			for (j = 0; j < m_uXNum; j++) 
			{
				m_pMines[row][col].uState = STATE_ERROR;
				m_pMines[row][col].uOldState = STATE_ERROR;
				if (m_pMines[i][j].uAttrib == ATTRIB_MINE
					&& m_pMines[i][j].uState != STATE_FLAG)
				{
					m_pMines[i][j].uState = STATE_MINE;
					m_pMines[i][j].uOldState = STATE_MINE;
				}
			}
		}
	}
	//失败处理
	InvalidateRect(rcMineArea);
	m_uBtnState = BUTTON_DEAD;
	InvalidateRect(rcBtn);	
	m_uGameState = GS_DEAD;
	
	if (m_uTimer != 0) 
	{//将定时器去激活
		KillTimer(ID_TIMER_EVENT);
		m_uTimer = 0;
	}

	if (m_bSoundful) 
	{//失败声音播放
		sndPlaySound((LPCTSTR)LockResource(m_pSndDead), SND_MEMORY | SND_ASYNC | SND_NODEFAULT);
	}
}

//
//  胜利判断并处理
//
BOOL CMineWnd::Victory()
{
	UINT i, j;
	CRect rcBtn(m_uBtnRect[1], 15, m_uBtnRect[2], 39);
	
	// 检测是否胜利
	for (i = 0; i < m_uYNum; i++)
	{
		for (j = 0; j < m_uXNum; j++) 
		{
			if (m_pMines[i][j].uState == STATE_NORMAL) return FALSE;
			if (m_pMines[i][j].uState == STATE_DICEY) return FALSE;
		}
	}
	
	//胜利则作胜利处理
	m_uBtnState = BUTTON_VICTORY;
	m_uGameState = GS_VICTORY;
	Invalidate();
	if (m_uTimer != 0) 
	{//将定时器去激活
		KillTimer(ID_TIMER_EVENT);
		m_uTimer = 0;
	}
	//胜利声音
	if (m_bSoundful)
	{
		sndPlaySound((LPCTSTR)LockResource(m_pSndVictory), 
			SND_MEMORY | SND_ASYNC | SND_NODEFAULT);
	}
	
	//英雄榜
	UINT uRecord;
	if (m_uLevel == LEVEL_PRIMARY) uRecord = m_uPrimary;
	else if (m_uLevel == LEVEL_SECONDRY) uRecord = m_uSecond;
	else if (m_uLevel == LEVEL_ADVANCE) uRecord = m_uAdvance;
	if (uRecord > m_uSpendTime) 
	{
		CDlgNewRecord dlg;
		dlg.SetLevel(m_uLevel);
		dlg.DoModal();
		switch(m_uLevel)
		{
		case LEVEL_PRIMARY:
			m_uPrimary = m_uSpendTime;
			m_szPrimary = dlg.GetName();
			break;
		case LEVEL_SECONDRY:
			m_uSecond = m_uSpendTime;
			m_szSecond = dlg.GetName();
			break;
		case LEVEL_ADVANCE:
			m_uAdvance = m_uSpendTime;
			m_szAdvance = dlg.GetName();
			break;
		case LEVEL_CUSTOM:
			return TRUE;
		default: 
			break;
		}
		OnMemuHero();
	}
	
	return TRUE;
}
//
// 鼠标右键,根据原先不同的标记作状态循环修改
// 以便用户可以修改其原先标志
//
void CMineWnd::OnLRBtnDown(UINT row, UINT col)
{
	UINT i, j;
	UINT minRow = (row == 0) ? 0 : row - 1;
	UINT maxRow = row + 2;
	UINT minCol = (col == 0) ? 0 : col - 1;
	UINT maxCol = col + 2;
	
	for (i = minRow; i < maxRow; i++) 
	{
		for (j = minCol; j < maxCol; j++) 
		{
			if (!IsInMineArea(i, j)) continue;
			//			if (i == row && j == col) continue;
			if (m_pMines[i][j].uState == STATE_NORMAL) 

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