三国群英传(机器人+库存+前后台+真人下注)【源码】
http://img.woaidaima.com//upload/image/20170525/1495672999573031138.jpg#include "StdAfx.h"#include "GameClient.h"
#include "CardControl.h"
//////////////////////////////////////////////////////////////////////////
//静态变量
CBitImage CCardControl::m_ImageCard; //图片资源
//构造函数
CCardControl::CCardControl()
{
//状态变量
m_bSmallMode=false;
m_bHorizontal=true;
m_bPositively=false;
m_bDisplayItem=false;
m_bShowCardControl=true;
m_blGameEnd = false;
m_blhideOneCard = false;
//选择变量
m_wEndIndex=INVALID_ITEM;
m_wStartIndex=INVALID_ITEM;
m_dwCurrentIndex = INVALID_ITEM;
//扑克数据
m_wCardCount=0;
//位置变量
m_YCollocateMode=enYTop;
m_XCollocateMode=enXLeft;
m_BenchmarkPos.SetPoint(0,0);
m_MovePoint.SetPoint(0,0);
//间隔变量
m_nXDistance=(m_bSmallMode==false)?DEF_X_DISTANCE:DEF_X_DISTANCE_SMALL;
m_nYDistance=(m_bSmallMode==false)?DEF_Y_DISTANCE:DEF_Y_DISTANCE_SMALL;
m_nShootDistance=(m_bSmallMode==false)?DEF_SHOOT_DISTANCE:DEF_SHOOT_DISTANCE_SMALL;
//加载资源
HINSTANCE hResInstance=AfxGetInstanceHandle();
if (m_ImageCard.IsNull()) m_ImageCard.LoadFromResource(hResInstance,(m_bSmallMode==false)?IDB_GAME_CARD:IDB_GAME_CARD);
m_ImageOpenCardHandle.LoadFromResource(hResInstance,IDB_HAND);
//获取大小芝麻网络科技改善
//CImageHandle HandleCard(&m_ImageCard);
m_CardSize.SetSize(m_ImageCard.GetWidth()/13,m_ImageCard.GetHeight()/5);
return;
}
//析构函数
CCardControl::~CCardControl()
{
if (m_ImageCard.IsNull()==false) m_ImageCard.Destroy();
}
//设置扑克
bool CCardControl::SetCardData(WORD wCardCount)
{
//效验参数
ASSERT(wCardCount<=CountArray(m_CardItemArray));
if (wCardCount>CountArray(m_CardItemArray)) return false;
m_CardItemArray.SetSize(wCardCount);
//设置变量
m_wCardCount=(WORD)m_CardItemArray.GetCount();
return true;
}
//设置模式
bool CCardControl::SetCardMode(bool bSmallMode)
{
//设置模式
if (m_bSmallMode!=bSmallMode)
{
//设置变量
m_bSmallMode=bSmallMode;
//设置间距
m_nXDistance=(m_bSmallMode==false)?DEF_X_DISTANCE:DEF_X_DISTANCE_SMALL;
m_nYDistance=(m_bSmallMode==false)?DEF_Y_DISTANCE:DEF_Y_DISTANCE_SMALL;
m_nShootDistance=(m_bSmallMode==false)?DEF_SHOOT_DISTANCE:DEF_SHOOT_DISTANCE_SMALL;
//加载资源
HINSTANCE hResInstance=AfxGetInstanceHandle();
m_ImageCard.LoadFromResource(hResInstance,(m_bSmallMode==false)?IDB_GAME_CARD:IDB_GAME_CARD);
//获取大小
//CImageHandle HandleCard(&m_ImageCard);
m_CardSize.SetSize(m_ImageCard.GetWidth()/13,m_ImageCard.GetHeight()/5);
}
return true;
}
//设置扑克
bool CCardControl::SetCardData(const BYTE cbCardData[], WORD wCardCount,bool blTmp)
{
if(blTmp==false)
{
ASSERT(wCardCount<=CountArray(m_CardItemArray));
if (wCardCount>CountArray(m_CardItemArray)) return false;
m_CardItemArray.SetSize(wCardCount);
//设置扑克
for (WORD i=0;i<wCardCount;i++)
{
m_CardItemArray.bShoot=false;
m_CardItemArray.cbCardData=cbCardData;
}
return true;
}
if(wCardCount==0)
{
m_CardItemArray.SetSize(0);
}
m_CardTempItemArray.SetSize(wCardCount);
//效验参数
ASSERT(wCardCount<=CountArray(m_CardTempItemArray));
if (wCardCount>CountArray(m_CardTempItemArray)) return false;
//设置变量
m_wEndIndex=INVALID_ITEM;
m_wStartIndex=INVALID_ITEM;
//扑克数目
m_wCardCount=0;
//设置扑克
for (WORD i=0;i<wCardCount;i++)
{
m_CardTempItemArray.bShoot=false;
m_CardTempItemArray.cbCardData=cbCardData;
}
return true;
}
//设置扑克
bool CCardControl::SetCardItem(const tagCardItem CardItemArray[], WORD wCardCount)
{
//效验参数
ASSERT(wCardCount<=CountArray(m_CardItemArray));
if (wCardCount>CountArray(m_CardItemArray)) return false;
//设置变量
m_wEndIndex=INVALID_ITEM;
m_wStartIndex=INVALID_ITEM;
//设置扑克
m_wCardCount=wCardCount;
m_CardItemArray.SetSize(wCardCount);
for (int i = 0;i<wCardCount;i++)
{
m_CardItemArray= CardItemArray;
}
return true;
}
//设置扑克
bool CCardControl::SetShootIndex(WORD wStartIndex, WORD wEndIndex)
{
//设置变量
m_wEndIndex=INVALID_ITEM;
m_wStartIndex=INVALID_ITEM;
//设置扑克
for (WORD i=0;i<m_wCardCount;i++)
{
if ((i>=wStartIndex)&&(i<=wEndIndex))
{
m_CardItemArray.bShoot=true;
}
}
return true;
}
//设置扑克
bool CCardControl::SetSelectIndex(WORD wStartIndex, WORD wEndIndex)
{
//设置变量
m_wEndIndex=wEndIndex;
m_wStartIndex=wStartIndex;
return true;
}
//设置扑克
bool CCardControl::SetShootCard(const BYTE cbCardData[], WORD wCardCount)
{
//变量定义
bool bChangeStatus=false;
//收起扑克
for (WORD i=0;i<m_wCardCount;i++)
{
if (m_CardItemArray.bShoot==true)
{
bChangeStatus=true;
m_CardItemArray.bShoot=false;
}
}
//弹起扑克
for (WORD i=0;i<wCardCount;i++)
{
for (WORD j=0;j<m_wCardCount;j++)
{
if ((m_CardItemArray.bShoot==false)&&(m_CardItemArray.cbCardData==cbCardData))
{
bChangeStatus=true;
m_CardItemArray.bShoot=true;
break;
}
}
}
return bChangeStatus;
}
//删除扑克
bool CCardControl::RemoveShootItem()
{
//设置变量
m_wEndIndex=INVALID_ITEM;
m_wStartIndex=INVALID_ITEM;
//保存扑克
tagCardItem CardItemArray;
WORD wCardCount = (WORD)m_CardItemArray.GetCount();
m_wCardCount = wCardCount;
for (int i = 0;i<wCardCount;i++)
{
CardItemArray= m_CardItemArray;
}
//删除扑克
WORD wRemoveCount=0;
for (WORD i=0;i<m_wCardCount;i++)
{
if (CardItemArray.bShoot==true)
{
wRemoveCount++;
CardItemArray.cbCardData=0x00;
}
}
//设置扑克
if (wRemoveCount>0)
{
//设置扑克
WORD wInsertCount=0;
for (WORD i=0;i<m_wCardCount;i++)
{
if (CardItemArray.cbCardData!=0x00)
{
m_CardItemArray=CardItemArray;
}
}
//设置变量
m_wCardCount=m_wCardCount-wRemoveCount;
}
return true;
}
//获取扑克
tagCardItem * CCardControl::GetCardFromIndex(WORD wIndex)
{
return (wIndex<m_wCardCount)?&m_CardItemArray:NULL;
}
//获取扑克
tagCardItem * CCardControl::GetCardFromPoint(CPoint & MousePoint)
{
WORD wIndex=SwitchCardPoint(MousePoint);
return (wIndex!=INVALID_ITEM)?&m_CardItemArray:NULL;
}
//获取扑克
WORD CCardControl::GetCardData(BYTE cbCardData[], WORD wBufferCount)
{
//效验参数
ASSERT(wBufferCount>=m_wCardCount);
if (wBufferCount<m_wCardCount) return 0;
//拷贝扑克
for (WORD i=0;i<m_wCardCount;i++) cbCardData=m_CardItemArray.cbCardData;
return m_wCardCount;
}
//获取扑克
WORD CCardControl::GetShootCard(BYTE cbCardData[], WORD wBufferCount)
{
//变量定义
WORD wShootCount=0;
//拷贝扑克
for (WORD i=0;i<m_wCardCount;i++)
{
//效验参数
ASSERT(wBufferCount>wShootCount);
if (wBufferCount<=wShootCount) break;
//拷贝扑克
if (m_CardItemArray.bShoot==true) cbCardData=m_CardItemArray.cbCardData;
}
return wShootCount;
}
//获取扑克
WORD CCardControl::GetCardData(tagCardItem CardItemArray[], WORD wBufferCount)
{
//效验参数
ASSERT(wBufferCount>=m_wCardCount);
if (wBufferCount<m_wCardCount) return 0;
m_wCardCount = (WORD)m_CardItemArray.GetCount();
for(int i = 0;i<m_wCardCount;i++)
{
CardItemArray = m_CardItemArray;
}
return m_wCardCount;
}
//设置距离
VOID CCardControl::SetCardSpace(UINT nXDistance, UINT nYDistance, UINT nShootDistance)
{
//设置变量
m_nXDistance=nXDistance;
m_nYDistance=nYDistance;
m_nShootDistance=nShootDistance;
return;
}
//获取中心
VOID CCardControl::GetCenterPoint(CPoint & CenterPoint)
{
//获取原点
CPoint OriginPoint;
GetOriginPoint(OriginPoint);
//获取位置
CSize ControlSize;
GetControlSize(ControlSize);
//设置中心
CenterPoint.x=OriginPoint.x+ControlSize.cx/2;
CenterPoint.y=OriginPoint.y+ControlSize.cy/2;
return;
}
//基准位置
VOID CCardControl::SetBenchmarkPos(INT nXPos, INT nYPos, enXCollocateMode XCollocateMode, enYCollocateMode YCollocateMode)
{
//设置变量
m_BenchmarkPos.x=nXPos;
m_BenchmarkPos.y=nYPos;
m_XCollocateMode=XCollocateMode;
m_YCollocateMode=YCollocateMode;
return;
}
//基准位置
VOID CCardControl::SetBenchmarkPos(const CPoint & BenchmarkPos, enXCollocateMode XCollocateMode, enYCollocateMode YCollocateMode)
{
//设置变量
m_BenchmarkPos=BenchmarkPos;
m_XCollocateMode=XCollocateMode;
m_YCollocateMode=YCollocateMode;
return;
}
//绘画扑克
VOID CCardControl::DrawCardControl(CDC * pDC)
{
//显示判断
if (m_bShowCardControl==false) return;
//加载位图
CPngImage ImageCardMask;
//CImageHandle HandleCard(&m_ImageCard);
//CImageHandle HandleOpenCard(&m_ImageOpenCardHandle);
//获取位置
CPoint OriginPoint;
GetOriginPoint(OriginPoint);
//变量定义
INT nXDrawPos=0,nYDrawPos=0;
INT nXImagePos=0,nYImagePos=0;
//加载资源
CPngImage ImageCardSelect;
if ((m_wStartIndex<m_wCardCount)&&(m_wEndIndex<m_wCardCount))
{
ImageCardSelect.LoadImage(AfxGetInstanceHandle(),TEXT("CARD_SELECT"));
}
m_wCardCount=(WORD)m_CardItemArray.GetCount();
//绘画扑克
for (WORD i=0;i<m_wCardCount;i++)
{
//获取扑克
bool bShoot=m_CardItemArray.bShoot;
BYTE cbCardData=m_CardItemArray.cbCardData;
//间隙过滤
if (cbCardData==SPACE_CARD_DATA) continue;
//图片位置
if ((m_bDisplayItem==true)&&(cbCardData!=0))
{
nXImagePos=((cbCardData&CARD_MASK_VALUE)-1)*m_CardSize.cx;
nYImagePos=((cbCardData&CARD_MASK_COLOR)>>4)*m_CardSize.cy;
}
else
{
nXImagePos=m_CardSize.cx*2;
nYImagePos=m_CardSize.cy*4;
}
if(m_blhideOneCard)
{
if(i==3)
{
nXImagePos=m_CardSize.cx*2;
nYImagePos=m_CardSize.cy*4;
}
}
m_bHorizontal = true;
//屏幕位置
if (m_bHorizontal==true)
{
if(m_blGameEnd)
{
int iadd = i;
if(i>=3)
{
iadd = i-2;
}
nXDrawPos=m_nXDistance*iadd;
}else
{
if(i>=3)
{
nXDrawPos = 0;
}else
{
nXDrawPos=m_nXDistance*i;
}
}
if(i<3)
{
nYDrawPos=0;
}else
{
nYDrawPos=m_nShootDistance;
}
if(m_blShowResult)
{
int iadd = i;
if(i>=2)
{
iadd = i-1;
}
nXDrawPos=m_nXDistance*iadd;
if(i<2)
{
nYDrawPos=0;
}else
{
nYDrawPos=m_nShootDistance;
}
}
if(m_blShowLineResult)
{
nXDrawPos=m_nXDistance*i;
nYDrawPos=0;
}
}
if(m_blGameEnd)
{
m_ImageCard.TransDrawImage(pDC,OriginPoint.x+nXDrawPos+15,OriginPoint.y+nYDrawPos,m_CardSize.cx,m_CardSize.cy,nXImagePos,nYImagePos,RGB(255,0,255));
}else
{
if(i<3)
{
m_ImageCard.TransDrawImage(pDC,OriginPoint.x+nXDrawPos+25,OriginPoint.y+nYDrawPos,m_CardSize.cx,m_CardSize.cy,nXImagePos,nYImagePos,RGB(255,0,255));
}
//绘画扑克
if(4==i)
{
m_ImageCard.TransDrawImage(pDC,OriginPoint.x+nXDrawPos+m_MovePoint.x+25,OriginPoint.y+nYDrawPos+m_MovePoint.y,m_CardSize.cx,m_CardSize.cy,nXImagePos,nYImagePos,RGB(255,0,255));
m_ImageOpenCardHandle.TransDrawImage(pDC,OriginPoint.x,OriginPoint.y+nYDrawPos-5,m_ImageOpenCardHandle.GetWidth(),m_ImageOpenCardHandle.GetHeight(),0,0,RGB(255,0,255));
}
else
m_ImageCard.TransDrawImage(pDC,OriginPoint.x+nXDrawPos+25,OriginPoint.y+nYDrawPos,m_CardSize.cx,m_CardSize.cy,nXImagePos,nYImagePos,RGB(255,0,255));
}
//绘画选择
if ((m_wStartIndex<=i)&&(i<=m_wEndIndex))
{
CSize SizeSelectImage(ImageCardSelect.GetWidth(),ImageCardSelect.GetHeight());
ImageCardSelect.DrawImage(pDC,OriginPoint.x+nXDrawPos,OriginPoint.y+nYDrawPos,SizeSelectImage.cx,SizeSelectImage.cy,0,0);
}
}
return;
}
//光标消息
bool CCardControl::OnEventSetCursor(CPoint Point)
{
return false;
}
//获取大小
VOID CCardControl::GetControlSize(CSize & ControlSize,WORD dwCardCount)
{
if(dwCardCount!=0)
{
//获取大小
if (m_bHorizontal==true)
{
ControlSize.cy=2*m_CardSize.cy+m_nShootDistance;
ControlSize.cx=(dwCardCount>0)?(m_CardSize.cx+(dwCardCount/2+1-1)*m_nXDistance*2):0;
}
else
{
ControlSize.cx=m_CardSize.cx;
ControlSize.cy=(dwCardCount>0)?(m_CardSize.cy+(dwCardCount-1)*m_nYDistance):0;
}
return ;
}
m_wCardCount = (WORD)m_CardItemArray.GetCount();
//获取大小
if (m_bHorizontal==true)
{
ControlSize.cy=2*m_CardSize.cy+m_nShootDistance;
ControlSize.cx=(m_wCardCount>0)?(m_CardSize.cx+(m_wCardCount/2+1-1)*m_nXDistance*2):0;
}
else
{
ControlSize.cx=m_CardSize.cx;
ControlSize.cy=(m_wCardCount>0)?(m_CardSize.cy+(m_wCardCount-1)*m_nYDistance):0;
}
return;
}
//获取原点
VOID CCardControl::GetOriginPoint(CPoint & OriginPoint)
{
//获取位置
CSize ControlSize;
GetControlSize(ControlSize);
//横向位置
switch (m_XCollocateMode)
{
case enXLeft: { OriginPoint.x=m_BenchmarkPos.x; break; }
case enXCenter: { OriginPoint.x=m_BenchmarkPos.x-ControlSize.cx/2; break; }
case enXRight: { OriginPoint.x=m_BenchmarkPos.x-ControlSize.cx; break; }
}
//竖向位置
switch (m_YCollocateMode)
{
case enYTop: { OriginPoint.y=m_BenchmarkPos.y; break; }
case enYCenter: { OriginPoint.y=m_BenchmarkPos.y-ControlSize.cy/2; break; }
case enYBottom: { OriginPoint.y=m_BenchmarkPos.y-ControlSize.cy; break; }
}
return;
}
//鼠标消息
void CCardControl::OnMouseMove(UINT nFlags, CPoint wndPoint)
{
if(m_blAuto)
return;
if(m_dwCurrentIndex==INVALID_ITEM)
{
m_MovePoint.SetPoint(0,0);
m_DownPoint.SetPoint(0,0);
m_dwCurrentIndex = INVALID_ITEM;
return ;
}
if(m_dwCurrentIndex>=1&&m_dwCurrentIndex !=INVALID_ITEM)
{
CSize ControlSize;
GetControlSize(ControlSize);
CPoint OriginPoint;
GetOriginPoint(OriginPoint);
//基准位置
bool bldecY = false;
INT nXPos=wndPoint.x-m_DownPoint.x;
INT nYPos=wndPoint.y-m_DownPoint.y;
if(nYPos<0)
{
nYPos = 0;
}
if(nXPos<0)
{
nXPos = 0;
}
if(nXPos>40)
{
nXPos = 40;
}
if(nYPos>m_CardSize.cy/2)
{
nYPos = m_CardSize.cy/2;
}
m_MovePoint.y =nYPos;
m_MovePoint.x = nXPos;
}
return;
}
afx_msg void CCardControl::OnLButtonUp(UINT nFlags, CPoint wndPoint)
{
CPoint OriPoint;
GetOriginPoint(OriPoint);
int x = wndPoint.x ;
int y = wndPoint.y;
CPoint Point(x,y);
m_MovePoint.SetPoint(0,0);
m_DownPoint.SetPoint(0,0);
m_dwCurrentIndex = INVALID_ITEM;
return ;
}
void CCardControl::OnLButtonDown(UINT nFlags, CPoint wndPoint)
{
CPoint OriPoint;
GetOriginPoint(OriPoint);
int x = wndPoint.x ;
int y = wndPoint.y;
CPoint Point(x,y);
m_dwDragMax = DWORD(-1);
//获取索引
m_dwCurrentIndex=SwitchCardPoint(Point);
if(m_dwCurrentIndex==INVALID_ITEM&&m_dwCurrentIndex>2)
{
printf("");
}else
{
m_DownPoint.SetPoint(wndPoint.x,wndPoint.y);
}
return;
}
//索引切换
WORD CCardControl::SwitchCardPoint(CPoint & MousePoint)
{
//横向模式
if ((m_bHorizontal==true)&&(m_wCardCount>0))
{
//获取位置
CSize ControlSize;
CPoint OriginPoint;
GetControlSize(ControlSize);
GetOriginPoint(OriginPoint);
//基准位置
INT nXPos=MousePoint.x-OriginPoint.x;
INT nYPos=MousePoint.y-OriginPoint.y;
//越界判断
if ((nXPos<0)||(nxpos>ControlSize.cx)) return INVALID_ITEM;
if ((nYPos<0)||(nypos>ControlSize.cy)) return INVALID_ITEM;
//计算索引
WORD wCardIndex=nXPos/m_nXDistance;
if (wCardIndex>=m_wCardCount) wCardIndex=(m_wCardCount-1);
//扑克搜索
for (WORD i=0;i<=wCardIndex;i++)
{
//变量定义
WORD wCurrentIndex=wCardIndex-i;
//横向测试
if (nXPos>(INT)(wCurrentIndex*m_nXDistance+m_CardSize.cx)) break;
//竖向测试
bool bShoot=m_CardItemArray.bShoot;
if ((bShoot==true)&&(nYPos<=m_CardSize.cy)) return wCurrentIndex;
if ((bShoot==false)&&(nYPos>=(INT)m_nShootDistance)) return wCurrentIndex;
}
}
return INVALID_ITEM;
}
//移动扑克
bool CCardControl::MoveCardItem(WORD wTargerItem)
{
//效验参数
ASSERT(wTargerItem<m_wCardCount);
if (wTargerItem>=m_wCardCount) return false;
//统计扑克
WORD wShootCount=0;
for (WORD i=0;i<m_wCardCount;i++)
{
if (m_CardItemArray.bShoot==true)
{
wShootCount++;
}
}
//移动扑克
if ((wShootCount>0)&&(wShootCount<m_wCardCount))
{
//调整索引
wTargerItem=__min(m_wCardCount-wShootCount,wTargerItem);
//变量定义
WORD wShootIndex=wTargerItem;
WORD wNormalIndex=(wTargerItem==0)?(wTargerItem+wShootCount):0;
//提取扑克
tagCardItem CardItemTemp;
m_wCardCount = (WORD)m_CardItemArray.GetCount();
for(int i = 0;i<m_wCardCount;i++)
{
CardItemTemp = m_CardItemArray;
}
//调整扑克
for (WORD i=0;i<m_wCardCount;i++)
{
if (CardItemTemp.bShoot==false)
{
//设置扑克
m_CardItemArray=CardItemTemp;
//调整索引
if (wNormalIndex==wTargerItem) wNormalIndex=wTargerItem+wShootCount;
}
else
{
//设置扑克
m_CardItemArray=CardItemTemp;
}
}
return true;
}
return false;
}
//交换扑克
bool CCardControl::SwitchCardItem(WORD wSourceItem, WORD wTargerItem)
{
//效验参数
if (wSourceItem==wTargerItem) return false;
if ((wSourceItem>=m_wCardCount)||(wTargerItem>=m_wCardCount)) return false;
//保存扑克
tagCardItem CardItem=m_CardItemArray;
//移动扑克
if (wSourceItem>wTargerItem)
{
WORD wMoveCount=wSourceItem-wTargerItem;
MoveMemory(&m_CardItemArray,&m_CardItemArray,sizeof(tagCardItem)*wMoveCount);
}
else
{
WORD wMoveCount=wTargerItem-wSourceItem;
MoveMemory(&m_CardItemArray,&m_CardItemArray,sizeof(tagCardItem)*wMoveCount);
}
//插入目标
m_CardItemArray=CardItem;
return true;
}
//拷贝缓存中的牌实现动画
void CCardControl::OnCopyCard()
{
WORD wCount = (WORD) m_CardItemArray.GetCount();
m_blhideOneCard = true;
if(m_CardTempItemArray.GetCount()>wCount)
{
m_blGameEnd = true;
m_CardItemArray.Add(m_CardTempItemArray);
}
}
//弹起扑克
void CCardControl::ShootAllCard(bool bShoot)
{
if (bShoot==true)
{
SetShootIndex(0,m_wCardCount-1);
}
else
{
for (WORD i=0;i<m_wCardCount;i++)
{
m_CardItemArray.bShoot=false;
}
}
}
//////////////////////////////////////////////////////////////////////////
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