?? mainform1.~cpp
字號:
//---------------------------------------------------------------------------
#include <vcl.h>
#pragma hdrstop
#include "MainForm1.h"
#include "EditForm2.h"
#include "InfoForm3.h"
#include "ChessErr.h"
#include "InputPlyDepth.h"
#include "InputSecPerMove.h"
#include "InputMinPerGame.h"
#include "EndGameDlog.h"
#include "AboutDlog.h"
#include "ColorDlog.h"
#include "PieceValueDlog.h"
#include <string.h>
#include <stdio.h>
#include <stdlib.h>
#include "CDefines.h"
#include "Global.h"
#undef MAXPATH
#define MAXPATH 160
/*
* 全局變量
*/
BYTE ColorSquareColors[3] = { 0, 128, 0 }; /* 綠色 */
bool ShowBestPath = true;
HBRUSH hColorBrush;
HBITMAP PieceBmpArray[7][2];
HBITMAP MaskArray[7];
COLORTYPE ComputerColor;
short LINESIZE;
short CHARSIZE;
bool Editing;
int BORDERSIZE;
bool SoundOn;
//---------------------------------------------------------------------------
#pragma package(smart_init)
#pragma resource "*.dfm"
/*
在 #pragma資源聲明里,加入包含定制光標的資源文件MyRc.res。
*/
#pragma resource "Chess.res"
#pragma resource "MyRc.res"
TMainForm *MainForm;
//---------------------------------------------------------------------------
__fastcall TMainForm::TMainForm(TComponent* Owner)
: TForm(Owner)
{
}
//---------------------------------------------------------------------------
/*
主Form必須負責創建子Form,前面兩行分別創建了兩個子Form,接下來的兩行
將這些子Form放到一個數組中。然后,通過一個循環依次顯示這些子Form。
使用這項技術時,不要讓系統自動創建這些子Form。為此,需要打開
“Project Options”對話框,翻到“Form”頁,然后將這些子Form
從列表框移到“Available Forms”列表框中。
*/
void __fastcall TMainForm::FormCreate(TObject *Sender)
{
InfoForm = new TInfoForm(this);
EditForm = new TEditForm(this);
ChildForms[1] = EditForm;
ChildForms[2] = InfoForm;
for (int i=1;i<3;i++)
ChildForms[i]->Show();
SoundOn = true;
FileName = new char[MAXPATH];
WhoseTurn = player;
CurPlayer = red;
ComputerColor = black;
Editing = EditingChessBoard = GotStartSquare = false;
blNewChessGame = true;
}
CheckLevelMenu(LEVELTYPE);
//---------------------------------------------------------------------------
/*
這是主窗體顯示時事件處理函數
從資源文件載入光標及位圖
由于光標及位圖保存在資源文件(.res)內有兩個好處。第一,它可以包含不同類型
的多種資源。第二,C++ Builder可以方便地把一個資源文件連接入最后的可執行
文件。
"::"在變量前表明該變量是全局(外部)變量,
在函數前表明該函數是全局(外部)函數。
*/
void __fastcall TMainForm::FormShow(TObject *Sender)
{
HDC hDC;
hDC = GetDC(MainForm->Handle);
TEXTMETRIC tm;
GetTextMetrics(hDC, &tm);
CHARSIZE = short(tm.tmAveCharWidth);
LINESIZE = short(tm.tmHeight + tm.tmExternalLeading);
ReleaseDC(MainForm->Handle, hDC);
BORDERSIZE = LINESIZE + MYFRAMESIZE;
if ((GetSystemMetrics(SM_CXSCREEN)<800) || (GetSystemMetrics(SM_CYSCREEN)<600))
MessageBox(NULL,"屏幕分辯率低于800X600!","警告",
MB_ICONINFORMATION | MB_OK);
Screen->Cursors[crWaitCursor]=LoadCursor(HInstance, "IDC_WCUR");
//把自定義光標裝入Screen對象
::PieceBmpArray[pawn-1][red]=LoadBitmap(HInstance, "RPawnBmp");
::PieceBmpArray[pawn-1][black] = LoadBitmap(HInstance, "BPawnBmp");
::PieceBmpArray[rook-1][red] = LoadBitmap(HInstance, "RRookBmp");
::PieceBmpArray[rook-1][black] = LoadBitmap(HInstance, "BRookBmp");
::PieceBmpArray[knight-1][black] = LoadBitmap(HInstance, "BKnightBmp");
::PieceBmpArray[bishop-1][black] = LoadBitmap(HInstance, "BBishopBmp");
::PieceBmpArray[assist-1][black] = LoadBitmap(HInstance, "BAssistBmp");
::PieceBmpArray[gunner-1][black] = LoadBitmap(HInstance, "BGunnerBmp");
::PieceBmpArray[knight-1][red] = LoadBitmap(HInstance, "RKnightBmp");
::PieceBmpArray[bishop-1][red] = LoadBitmap(HInstance, "RBishopBmp");
::PieceBmpArray[assist-1][red] = LoadBitmap(HInstance, "RAssistBmp");
::PieceBmpArray[gunner-1][red] = LoadBitmap(HInstance, "RGunnerBmp");
::PieceBmpArray[king-1][red] = LoadBitmap(HInstance, "RKingBmp");
::PieceBmpArray[king-1][black] = LoadBitmap(HInstance, "BKingBmp");
::MaskArray[pawn-1] = LoadBitmap(HInstance, "PMaskBmp");
::MaskArray[rook-1] = LoadBitmap(HInstance, "RMaskBmp");
::MaskArray[knight-1] = LoadBitmap(HInstance, "KTMaskBmp");
::MaskArray[bishop-1] = LoadBitmap(HInstance, "BMaskBmp");
::MaskArray[assist-1] = LoadBitmap(HInstance, "AMaskBmp");
::MaskArray[gunner-1] = LoadBitmap(HInstance, "GMaskBmp");
::MaskArray[king-1] = LoadBitmap(HInstance, "KMaskBmp");
MainWndRect= MainForm->GetClientRect();
MainForm->Menu=TChessMenu; //設置主窗體主菜單
Talk();
MainForm->CheckLevelMenu(Level);
hColorBrush = CreateSolidBrush(
RGB(ColorSquareColors[0], ColorSquareColors[1], ColorSquareColors[2]));
Dragging = true;
Screen->Cursor = TCursor(crArrow); //分配箭頭光標給應用程序
ChildForms[2]->BringToFront();
}
//---------------------------------------------------------------------------
/*
設置主窗體背景
通過文件方式載入位圖。
對于位圖沒有保存在資源文件(.res)內,C++ Builder不能把從文件裝入的位圖
連接入最后的可執行文件。因此,必須確保在c:\BcbChess下有必需的位圖文件。
很明顯,使用VCL函數比原始的API函數要方便得多。使用后,
應將Canvas->Brush->Bitmap這個特性設為NULL,以釋放位圖。
如果不刪除位圖,將導致程序內存不足。
*/
void TMainForm::SetMainWindowBk()
{
Graphics::TBitmap *BLKBrushBmp = new Graphics::TBitmap();
BLKBrushBmp->LoadFromFile("e:\\BKBrush.bmp");
//BLKBrushBmp->LoadFromFile("c:\\BcbChess\\BKBrush.bmp");
MainForm->Canvas->Brush->Bitmap=BLKBrushBmp;
MainForm->Canvas->FillRect(MainForm->GetClientRect());
MainForm->Canvas->Brush->Bitmap=NULL;
delete BLKBrushBmp;
}
//---------------------------------------------------------------------------
/*
主窗體重畫事件處理函數
ReleaseDC函數釋放設備描述句柄,不然,會導致系統資源不足
*/
void __fastcall TMainForm::FormPaint(TObject *Sender)
{
SetMainWindowBk();
HDC PaintDC = GetDC(MainForm->Handle);
DrawFrame(PaintDC, MainWndRect);
ReleaseDC(MainForm->Handle, PaintDC);
PaintDC = GetDC(InfoForm->Handle);
DrawFrame(PaintDC, InfoAreaRect);
ReleaseDC(InfoForm->Handle, PaintDC);
PrintChessBoard();
}
//---------------------------------------------------------------------------
/*
鼠標按下時事件處理函數
對弈狀態時,按下左鼠標,可以抓住棋子進行移動,第二次按下時,釋放棋子。
編輯狀態時,按下左鼠標,可以使編輯窗體中的棋子透明顯示,第二次在主窗體按下時,
可以添加棋子,再按擊時,擦除棋子。
*/
void __fastcall TMainForm::FormMouseDown(TObject *Sender,
TMouseButton Button, TShiftState Shift, int X, int Y)
{
POINT point;
if (Button != mbLeft)
return;
MouseX=X;
MouseY=Y;
if (EditingChessBoard)
{
DoEdit();
return;
}
if (WhoseTurn == computer && NoComputerMove == false)
return;
point=Point(MouseX,MouseY);
MainForm->ScreenToClient( point);
if (!GotStartSquare)
{
MoveStartSquare = GetValidSquare(point, CurPlayer, true);
if (MoveStartSquare == -1)
return;
GotStartSquare = true;
if (!Dragging)
DrawInvertedBitmap(MoveStartSquare);
else
DragStart(MoveStartSquare, point);
}
else
{
MoveEndSquare = GetValidSquare(point, CurPlayer, false);
GotStartSquare = false;
if (MoveEndSquare == -1)
{
if (Dragging)
DragEnd(false);
Warning("錯誤的移動!");
DrawNormalBitmap(MoveStartSquare);
return;
}
if (!MoveCheck(MoveStartSquare, MoveEndSquare))
{
if (Dragging)
DragEnd(false);
DrawNormalBitmap(MoveStartSquare);
return;
}
GotValidMove = true;
UndoMove->Enabled = true;
if (GameOver)
EndGame();
else if (NoComputerMove == false)
ComputersTurn();
else if (MultiMove)
{
CurPlayer = (CurPlayer == red) ? black : red;
}
}
}
//---------------------------------------------------------------------------
/*
輪到計算機計算時的回調函數。
程序處于機器控制狀態。主菜單發生改變。光標發生改變。
*/
void TMainForm::ComputersTurn()
{
WhoseTurn = computer;
Screen->Cursor =TCursor(crWaitCursor); //分配等待光標給應用程序
MainForm->Menu=TChessThinkMenu; //設置主窗體主菜單
ProgramMove();
MainForm->Menu=TChessMenu; //動態設置主窗體主菜單
WhoseTurn = player;
Screen->Cursor = TCursor(crArrow); //分配箭頭光標給應用程序
if (GameOver)
EndGame();
}
//---------------------------------------------------------------------------
/*
主菜單項“新建”事件處理函數
主窗體進入初始對弈狀態。同時清除信息窗體中的提示信息。
*/
void __fastcall TMainForm::NewChessGame1Click(TObject *Sender)
{
Timer1->Enabled=false;
InfoForm->Timer->Caption="時間:";
UndoMove->Enabled = false;
RedoUndo->Enabled = false;
blNewChessGame = true;
NewChessGame();
PrintChessBoard();
CurPlayer = Player;
ComputerColor = Opponent;
}
//---------------------------------------------------------------------------
/*
自定義IDM_FILENEW消息回調函數
按擊動態對話框“Yes”按鈕發送一個消息,相當于按擊主菜單項“新建”
*/
void TMainForm::FileNew(TMessage &Msg)
{
MainForm->NewChessGame1Click(NewChessGame1);
}
//---------------------------------------------------------------------------
/*
主菜單項“恢復”事件處理函數
調用公用對話框打開控件函數,讀入二進制棋盤文件。
*/
void __fastcall TMainForm::RestoreGame1Click(TObject *Sender)
{
if(OpenDialog1->Execute())
{
blNewChessGame = false;
RestoreGame(MainForm->OpenDialog1->FileName.c_str());
CurPlayer = Player;
ComputerColor = Opponent;
RedoUndo->Enabled = false; //重下菜單變灰
UndoMove->Enabled = false; //悔棋菜單變灰
}
}
//---------------------------------------------------------------------------
/*
自定義函數
調用公用對話框保存控件函數,寫入二進制棋盤文件。
*/
void TMainForm::SaveGameAs()
{
if(SaveDialog1->Execute())
{
blNewChessGame=false;
SaveGame(MainForm->SaveDialog1->FileName.c_str());
}
}
//---------------------------------------------------------------------------
/*
主菜單項“保存”事件處理函數
調用公用對話框保存控件函數,寫入二進制棋盤文件。
*/
void __fastcall TMainForm::SaveGame1Click(TObject *Sender)
{
if (blNewChessGame == true)
SaveGameAs();
else
SaveGame(MainForm->SaveDialog1->FileName.c_str());
}
//---------------------------------------------------------------------------
/*
主菜單項“另存為...”事件處理函數
調用公用對話框保存控件函數,寫入二進制棋盤文件。
*/
void __fastcall TMainForm::SaveGameAsClick(TObject *Sender)
{
SaveGameAs();
}
//---------------------------------------------------------------------------
/*
自定義消息IDM_ERROR的回調函數
動態構造、顯示和刪除ChessErrorDlg。
雖然沒有寫TChessErrorDlg的析構函數,但當刪除它們的Owner時VCL自動刪除
了控件。如果包含非可視化對象的指針,則需要增加ChessErrorDlg的析構函數。
*/
void TMainForm::EMError(TMessage &Msg)
{
TChessErrorDlg *ChessErrorDlg= new TChessErrorDlg(Application,(AnsiString)buffer);
ChessErrorDlg->ShowModal();
delete ChessErrorDlg;
}
/*
主菜單項“關于”事件處理函數
調用自定義靜態對話框函數,無模態顯示版權信息。
*/
void __fastcall TMainForm::AboutClick(TObject *Sender)
{
AboutDlg->Show();
}
//---------------------------------------------------------------------------
/*
自定義編輯函數
讀取光標位置,把選擇的棋子在主窗體上的合法位置上顯示出來。
*/
void TMainForm::DoEdit()
{
POINT point;
SQUARETYPE Square;
int SelectedItem;
Modified = true;
point=Point(MouseX,MouseY);
MainForm->ScreenToClient(point);
Square = GetValidSquare(point, black, false);
if (ChessBoard[Square].piece != empty)
{
ChessBoard[Square].piece = empty;
UpdateChessBoard();
return;
}
SelectedItem = EditForm->GetSelectedItem();
ChessBoard[Square].piece = (PIECETYPE)(SelectedItem % 7 + 1);
ChessBoard[Square].color = (SelectedItem < 7) ? red : black;
UpdateChessBoard();
}
//---------------------------------------------------------------------------
/*
菜單項“擺子”的回調函數。
EditForm->BringToFront()將編輯子窗體EditForm推到前端。
CheckMenuItem第一個參數為菜單句柄,從菜單TChessEditMenu句柄屬性Handle獲取。
第二個參數告訴菜單項是用命令ID指明的。
第三個參數它告訴菜單項是應該執行哪一些操作。在這種情況下,
MF_CHECKED告訴CheckMenuItem菜單項被打勾。
MF_UNCHECKED告訴CheckMenuItem菜單項勾被取消。
*/
void __fastcall TMainForm::MovePieceClick(TObject *Sender)
{
SaveChessBoard = new BOARDTYPE[0x99];
if (SaveChessBoard == NULL)
{
Error("沒有足夠的內存");
return;
}
memcpy(SaveChessBoard, ChessBoard, sizeof(BOARDTYPE) * 0x99);
Editing = EditingChessBoard = true;
MainForm->Menu=TChessEditMenu; //動態設置主窗體主菜單
Modified = false;
if (CurPlayer == red)
{
CheckMenuItem(TChessEditMenu->Handle, BlackTurn->Command, MF_UNCHECKED);
CheckMenuItem(TChessEditMenu->Handle, RedTurn->Command, MF_CHECKED);
}
else
{
CheckMenuItem(TChessEditMenu->Handle, BlackTurn->Command, MF_CHECKED);
CheckMenuItem(TChessEditMenu->Handle, RedTurn->Command, MF_UNCHECKED);
}
EditForm->BringToFront();
}
//---------------------------------------------------------------------------
/*
主菜單項“清除”事件處理函數
把主窗體中棋盤上棋子全部擦除。
*/
void __fastcall TMainForm::ClearClick(TObject *Sender)
{
SQUARETYPE sq;
Modified = true;
for (sq = 0; sq <= 0x98; sq++)
ChessBoard[sq].piece = empty;
UpdateChessBoard();
}
//---------------------------------------------------------------------------
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