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📄 table.cpp

📁 五子棋游戏 用MFC编的程序 比较简单的
💻 CPP
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    CMenu *pMenu = pDlg->GetMenu();
    pMenu->EnableMenuItem( ID_MENU_PLAYAGAIN, MF_ENABLED | MF_BYCOMMAND );

    // 发送认输消息
    MSGSTRUCT msg;
    msg.uMsg = MSG_GIVEUP;

    m_conn.Send( (LPCVOID)&msg, sizeof( MSGSTRUCT ) );
}
//////////////////////////////////////////////////////////////////////////
// 接收来自对方的数据
//////////////////////////////////////////////////////////////////////////
void CTable::Receive()
{
    MSGSTRUCT msgRecv;
    m_pGame->ReceiveMsg( &msgRecv );
    // 对各种消息分别进行处理
    switch ( msgRecv.uMsg )
    {
    case MSG_PUTSTEP:
        {
            PlaySound( MAKEINTRESOURCE( IDR_WAVE_PUT ), NULL, SND_RESOURCE | SND_SYNC );
            SetData( msgRecv.x, msgRecv.y, msgRecv.color );
            // 大于1步才能悔棋
            GetParent()->GetDlgItem( IDC_BTN_BACK )->EnableWindow( m_pGame->m_StepList.size() > 1 );
            Over();
        }
        break;
    case MSG_BACK:
        {
            if ( IDYES == GetParent()->MessageBox( _T("对方请求悔棋,接受这个请求吗?"),
                _T("悔棋"), MB_ICONQUESTION | MB_YESNO ) )
            {
                // 发送允许悔棋消息
                MSGSTRUCT msg;
                msg.uMsg = MSG_AGREEBACK;
                m_conn.Send( (LPCVOID)&msg, sizeof( MSGSTRUCT ) );
                // 给自己悔棋
                STEP step;
                step = *( m_pGame->m_StepList.begin() );
                m_pGame->m_StepList.pop_front();
                m_data[step.x][step.y] = -1;
                step = *( m_pGame->m_StepList.begin() );
                m_pGame->m_StepList.pop_front();
                m_data[step.x][step.y] = -1;
                // 大于1步才能悔棋
                GetParent()->GetDlgItem( IDC_BTN_BACK )->EnableWindow( m_pGame->m_StepList.size() > 1 );
                Invalidate();
            }
            else
            {
                // 发送不允许悔棋消息
                MSGSTRUCT msg;
                msg.uMsg = MSG_REFUSEBACK;
                m_conn.Send( (LPCVOID)&msg, sizeof( MSGSTRUCT ) );
            }
        }
        break;
    case MSG_REFUSEBACK:
        {
            CDialog *pDlg = (CDialog *)AfxGetMainWnd();
            pDlg->MessageBox( _T("很抱歉,对方拒绝了您的悔棋请求。"), _T("悔棋"), MB_ICONINFORMATION );
            pDlg->GetDlgItem( IDC_BTN_BACK )->EnableWindow();
            pDlg->GetDlgItem( IDC_BTN_HQ )->EnableWindow();
            pDlg->GetDlgItem( IDC_BTN_LOST )->EnableWindow();
            RestoreWait();
        }
        break;
    case MSG_AGREEBACK:
        {
            STEP step;
            step = *( m_pGame->m_StepList.begin() );
            m_pGame->m_StepList.pop_front();
            m_data[step.x][step.y] = -1;
            step = *( m_pGame->m_StepList.begin() );
            m_pGame->m_StepList.pop_front();
            m_data[step.x][step.y] = -1;

            CDialog *pDlg = (CDialog *)AfxGetMainWnd();
            pDlg->GetDlgItem( IDC_BTN_HQ )->EnableWindow();
            pDlg->GetDlgItem( IDC_BTN_LOST )->EnableWindow();
            // 大于1步才能悔棋
            pDlg->GetDlgItem( IDC_BTN_BACK )->EnableWindow( m_pGame->m_StepList.size() > 1 );
            RestoreWait();
            Invalidate();
        }
        break;
    case MSG_DRAW:
        {
            if ( IDYES == GetParent()->MessageBox( _T("对方请求和棋,接受这个请求吗?"),
                _T("和棋"), MB_ICONQUESTION | MB_YESNO ) )
            {
                CFiveApp *pApp = (CFiveApp *)AfxGetApp();
                pApp->m_nDraw++;
                // 发送允许和棋消息
                MSGSTRUCT msg;
                msg.uMsg = MSG_AGREEDRAW;
                m_conn.Send( (LPCVOID)&msg, sizeof( MSGSTRUCT ) );
                // 和棋后,禁用按钮和棋盘
                CDialog *pDlg = (CDialog *)GetParent();
                pDlg->GetDlgItem( IDC_BTN_HQ )->EnableWindow( FALSE );
                pDlg->GetDlgItem( IDC_BTN_LOST )->EnableWindow( FALSE );
                pDlg->GetDlgItem( IDC_BTN_BACK )->EnableWindow( FALSE );
                SetWait( TRUE );
                // 使“重玩”菜单生效
                pDlg->GetMenu()->EnableMenuItem( ID_MENU_PLAYAGAIN, MF_ENABLED | MF_BYCOMMAND );
            }
            else
            {
                // 发送拒绝和棋消息
                MSGSTRUCT msg;
                msg.uMsg = MSG_REFUSEDRAW;
                m_conn.Send( (LPCVOID)&msg, sizeof( MSGSTRUCT ) );
            }
        }
        break;
    case MSG_AGREEDRAW:
        {
            CFiveApp *pApp = (CFiveApp *)AfxGetApp();
            pApp->m_nDraw++;
            CDialog *pDlg = (CDialog *)GetParent();
            pDlg->MessageBox( _T("看来真是棋逢对手,对方接受了您的和棋请求。"), _T("和棋"), MB_ICONINFORMATION );
            // 和棋后,使“重玩”菜单生效
            pDlg->GetMenu()->EnableMenuItem( ID_MENU_PLAYAGAIN, MF_ENABLED | MF_BYCOMMAND );
        }
        break;
    case MSG_REFUSEDRAW:
        {
            CDialog *pDlg = (CDialog *)GetParent();
            pDlg->MessageBox( _T("看来对方很有信心取得胜利,所以拒绝了您的和棋请求。"),
                _T("和棋"), MB_ICONINFORMATION );
            // 重新设置按钮状态,并恢复棋盘状态
            pDlg->GetDlgItem( IDC_BTN_BACK )->EnableWindow();
            pDlg->GetDlgItem( IDC_BTN_HQ )->EnableWindow();
            pDlg->GetDlgItem( IDC_BTN_LOST )->EnableWindow();
            RestoreWait();
        }
        break;
    case MSG_CHAT:
        {
            CString strAdd;
            strAdd.Format( _T("%s 说:%s\r\n"), m_strAgainst, msgRecv.szMsg );
            CEdit *pEdit = (CEdit *)GetParent()->GetDlgItem( IDC_EDT_CHAT );
            pEdit->SetSel( -1, -1, TRUE );
            pEdit->ReplaceSel( strAdd );
        }
        break;
    case MSG_INFORMATION:
        {
            m_strAgainst = msgRecv.szMsg;
            GetParent()->GetDlgItem( IDC_ST_ENEMY )->SetWindowText( m_strAgainst );

            // 在先手接到姓名信息后,回返自己的姓名信息
            if ( 0 == m_color )
            {
                MSGSTRUCT msg;
                msg.uMsg = MSG_INFORMATION;
                lstrcpy( msg.szMsg, m_strMe );

                m_conn.Send( (LPCVOID)&msg, sizeof( MSGSTRUCT ) );
            }
        }
        break;
    case MSG_GIVEUP:
        {
            CFiveApp *pApp = (CFiveApp *)AfxGetApp();
            pApp->m_nWin++;
            CDialog *pDlg = (CDialog *)GetParent();
            pDlg->MessageBox( _T("对方已经投子认输,恭喜您不战而屈人之兵!"), _T("胜利"), MB_ICONINFORMATION );
            // 禁用各按钮及棋盘
            pDlg->GetDlgItem( IDC_BTN_BACK )->EnableWindow( FALSE );
            pDlg->GetDlgItem( IDC_BTN_HQ )->EnableWindow( FALSE );
            pDlg->GetDlgItem( IDC_BTN_LOST )->EnableWindow( FALSE );
            SetWait( TRUE );
            // 设置“重玩”为真
            pDlg->GetMenu()->EnableMenuItem( ID_MENU_PLAYAGAIN, MF_ENABLED | MF_BYCOMMAND );
        }
        break;
    case MSG_PLAYAGAIN:
        {
            CDialog *pDlg = (CDialog *)GetParent();
            if ( IDYES == pDlg->MessageBox( _T("对方看来意犹未尽,请求与您再战一局,接受这个请求吗?\n\n选“否”将断开与他的连接。"),
                _T("再战"), MB_YESNO | MB_ICONQUESTION ) )
            {
                pDlg->GetDlgItem( IDC_BTN_BACK )->EnableWindow( FALSE );
                pDlg->GetDlgItem( IDC_BTN_HQ )->EnableWindow();
                pDlg->GetDlgItem( IDC_BTN_LOST )->EnableWindow();

                MSGSTRUCT msg;
                msg.uMsg = MSG_AGREEAGAIN;

                m_conn.Send( (LPCVOID)&msg, sizeof( MSGSTRUCT ) );

                Clear( (BOOL)m_color );
                SetGameMode( 2 );
            }
            else
            {
                m_conn.Close();
                m_sock.Close();
                pDlg->GetDlgItem( IDC_BTN_BACK )->EnableWindow( FALSE );
                pDlg->GetDlgItem( IDC_BTN_HQ )->EnableWindow( FALSE );
                pDlg->GetDlgItem( IDC_BTN_LOST )->EnableWindow( FALSE );
                pDlg->GetDlgItem( IDC_CMB_CHAT )->EnableWindow( FALSE );
                // 设置菜单状态
                SetMenuState( TRUE );
                // 设置棋盘等待状态
                SetWait( TRUE );
                // 设置网络连接状态
                m_bConnected = FALSE;
                // 重新设置玩家名称
                pDlg->SetDlgItemText( IDC_ST_ENEMY, _T("无玩家加入") );
            }
        }
        break;
    case MSG_AGREEAGAIN:
        {
            CDialog *pDlg = (CDialog *)GetParent();
            pDlg->GetDlgItem( IDC_BTN_BACK )->EnableWindow( FALSE );
            pDlg->GetDlgItem( IDC_BTN_HQ )->EnableWindow();
            pDlg->GetDlgItem( IDC_BTN_LOST )->EnableWindow();
            Clear( (BOOL)m_color );
            SetGameMode( 2 );
        }
        break;
    }
}
// 消息映射表
BEGIN_MESSAGE_MAP( CTable, CWnd )
	//{{AFX_MSG_MAP(CTable)
    ON_WM_PAINT()
    ON_WM_LBUTTONUP()
	//}}AFX_MSG_MAP
END_MESSAGE_MAP()

//////////////////////////////////////////////////////////////////////////
// 处理WM_PAINT消息
//////////////////////////////////////////////////////////////////////////
void CTable::OnPaint()
{
    CPaintDC dc( this );
    CDC MemDC;
    MemDC.CreateCompatibleDC( &dc );
    // 装载棋盘
    CBitmap bmp;
    CPen pen;
    bmp.LoadBitmap( IDB_BMP_QP );
    pen.CreatePen( PS_SOLID, 1, 0xff );
    MemDC.SelectObject( &bmp );
    MemDC.SelectObject( &pen );
    MemDC.SetROP2( R2_NOTXORPEN );
    // 根据棋盘数据绘制棋子
    int x, y;
    POINT pt;
    for ( y = 0; y < 15; y++ )
    {
        for ( x = 0; x < 15; x++ )
        {
            if ( -1 != m_data[x][y] )
            {
                pt.x = 12 + 25 * x;
                pt.y = 84 + 25 * y;
                m_iml.Draw( &MemDC, m_data[x][y], pt, ILD_TRANSPARENT );
            }
        }
    }
    // 绘制最后落子的指示矩形
    if ( NULL != m_pGame && !m_pGame->m_StepList.empty() )
    {
        STEP step = *( m_pGame->m_StepList.begin() );
        MemDC.MoveTo( 11 + 25 * step.x, 83 + 25 * step.y );
        MemDC.LineTo( 36 + 25 * step.x, 83 + 25 * step.y );
        MemDC.LineTo( 36 + 25 * step.x, 108 + 25 * step.y );
        MemDC.LineTo( 11 + 25 * step.x, 108 + 25 * step.y );
        MemDC.LineTo( 11 + 25 * step.x, 83 + 25 * step.y );
    }
    // 完成绘制
    dc.BitBlt( 0, 0, 395, 472, &MemDC,0, 0, SRCCOPY );
}
//////////////////////////////////////////////////////////////////////////
// 处理左键弹起消息,为玩家落子之用
//////////////////////////////////////////////////////////////////////////
void CTable::OnLButtonUp( UINT nFlags, CPoint point )
{
    STEP stepPut;
    if ( m_bWait )
    {
        MessageBeep( MB_OK );
        return;
    }
    int x, y;
    x = ( point.x - 12 ) / 25;
    y = ( point.y - 84 ) / 25;
    // 如果在(0, 0)~(14, 14)范围内,且该坐标没有落子,则落子于此,否则发声警告并退出过程
    if ( x < 0 || x > 14 || y < 0 || y > 14 || m_data[x][y] != -1 )
    {
        MessageBeep( MB_OK );
        return;
    }
    else
    {
        // 如果位置合法,则落子
        SetData( x, y, m_color );
        stepPut.color = m_color;
        stepPut.x = x;
        stepPut.y = y;
        // 大于1步才能悔棋
        GetParent()->GetDlgItem( IDC_BTN_BACK )->EnableWindow( m_pGame->m_StepList.size() > 1 );
    }
    // 判断胜利的情况
    if ( Win( m_color ) )
    {
        CFiveApp *pApp = (CFiveApp *)AfxGetApp();
        pApp->m_nWin++;
        m_pGame->Win( stepPut );
        CDialog *pDlg = (CDialog *)GetParent();
        PlaySound( MAKEINTRESOURCE( IDR_WAVE_WIN ), NULL, SND_SYNC | SND_RESOURCE );
        pDlg->MessageBox( _T("恭喜,您获得了胜利!"), _T("胜利"), MB_ICONINFORMATION );
        pDlg->GetDlgItem( IDC_BTN_HQ )->EnableWindow( FALSE );
        pDlg->GetDlgItem( IDC_BTN_BACK )->EnableWindow( FALSE );
        pDlg->GetDlgItem( IDC_BTN_LOST )->EnableWindow( FALSE );
        m_bWait = TRUE;
        return;
    }
    else
    {
        // 开始等待
        m_bWait = TRUE;
        // 发送落子信息
        PlaySound( MAKEINTRESOURCE( IDR_WAVE_PUT ), NULL, SND_SYNC | SND_RESOURCE );
        m_pGame->SendStep( stepPut );
    }
}
//////////////////////////////////////////////////////////////////////////
// 重新设置先前的等待标志
//////////////////////////////////////////////////////////////////////////
void CTable::RestoreWait()
{
    SetWait( m_bOldWait );
}

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