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main.cpp
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#include<stdio.h>
#include"main.h"
#include"scene.h"
#include"game.h"
#include"player.h"
MOMENT moment=create;//游戏进程变量
HWND hwnd; //窗口句柄
//窗口处理函数
LRESULT WINAPI WndProc(HWND hwnd,UINT message,WPARAM wParam,LPARAM lParam)
{
PAINTSTRUCT ps;
SetStretchBltMode(hdc, STRETCH_HALFTONE);
switch(message)
{
case WM_CREATE:
hdc=GetDC(hwnd);
hdcmem=CreateCompatibleDC(hdc);
ReleaseDC(hwnd,hdc);
case WM_PAINT:
switch(moment)
{
case create:
hdc=BeginPaint(hwnd,&ps);
paint_name();
paint_word(1);
EndPaint(hwnd,&ps);
break;
case before_start:
hdc=BeginPaint(hwnd,&ps);
paint_name();
paint_card_computer();
paint_word(2);
deal_card();
BubbleSort(game.player[0].card_hand,game.player[0].hand+1);
for(int i=0;i<game.player[0].hand;i++) //玩家手牌
paint_card_hand(i);
EndPaint(hwnd,&ps);
break;
case playing:
hdc=BeginPaint(hwnd,&ps);
paint_name();
paint_card_computer();
paint_word(3);
BubbleSort(game.player[0].card_hand,game.player[0].hand+1);
for(int i=0;i<game.player[0].hand;i++) //玩家手牌
{
paint_card_hand(i);
}
for(int i=0,flag=0;i<desk_pos;i++) //已经打过的牌
{
paint_card_desk(game.card_desk[i],250+30*(i%23),110+50*(flag/23));
flag++;
}
paint_card_locked();//碰过或杠过的牌
EndPaint(hwnd,&ps);
break;
case human:
hdc=BeginPaint(hwnd,&ps);
paint_name();
paint_card_computer();
paint_word(4);
if(just_peng)
{
BubbleSort(game.player[0].card_hand,game.player[0].hand+2);
for(int i=0;i<game.player[0].hand+1;i++) //玩家手牌
paint_card_hand(i);
just_peng=0;
}
else
{
BubbleSort(game.player[0].card_hand,game.player[0].hand+1);
for(int i=0;i<=game.player[0].hand;i++) //玩家手牌
paint_card_hand(i);
}
for(int i=0,flag=0;i<desk_pos;i++) //已经打过的牌
{
paint_card_desk(game.card_desk[i],250+30*(i%23),110+50*(flag/23));
flag++;
}
paint_card_locked();//碰过或杠过的牌
EndPaint(hwnd,&ps);
break;
case human_peng:
hdc=BeginPaint(hwnd,&ps);
paint_name();
paint_card_computer();
paint_do(1);
BubbleSort(game.player[0].card_hand,game.player[0].hand+1);
for(int i=0;i<game.player[0].hand;i++) //真人玩家手牌
paint_card_hand(i);
for(int i=0,flag=0;i<desk_pos;i++) //已经打过的牌
{
paint_card_desk(game.card_desk[i],250+30*(i%23),110+50*(flag/23));
flag++;
}
paint_card_locked();//碰过或杠过的牌
EndPaint(hwnd,&ps);
break;
case human_gang:
hdc=BeginPaint(hwnd,&ps);
paint_name();
paint_card_computer();
paint_do(4);
BubbleSort(game.player[0].card_hand,game.player[0].hand+1);
for(int i=0;i<game.player[0].hand;i++) //真人玩家手牌
paint_card_hand(i);
for(int i=0,flag=0;i<desk_pos;i++) //已经打过的牌
{
paint_card_desk(game.card_desk[i],250+30*(i%23),110+50*(flag/23));
flag++;
}
paint_card_locked();//碰过或杠过的牌
EndPaint(hwnd,&ps);
break;
case human_gang_black:
hdc=BeginPaint(hwnd,&ps);
paint_name();
paint_card_computer();
paint_do(2);
BubbleSort(game.player[0].card_hand,game.player[0].hand+1);
for(int i=0;i<=game.player[0].hand;i++) //真人玩家手牌
paint_card_hand(i);
for(int i=0,flag=0;i<desk_pos;i++) //已经打过的牌
{
paint_card_desk(game.card_desk[i],250+30*(i%23),110+50*(flag/23));
flag++;
}
paint_card_locked();//碰过或杠过的牌
EndPaint(hwnd,&ps);
break;
case human_gang_white:
hdc=BeginPaint(hwnd,&ps);
paint_name();
paint_card_computer();
paint_do(2);
BubbleSort(game.player[0].card_hand,game.player[0].hand+1);
for(int i=0;i<=game.player[0].hand;i++) //真人玩家手牌
paint_card_hand(i);
for(int i=0,flag=0;i<desk_pos;i++) //已经打过的牌
{
paint_card_desk(game.card_desk[i],250+30*(i%23),110+50*(flag/23));
flag++;
}
paint_card_locked();//碰过或杠过的牌
EndPaint(hwnd,&ps);
break;
case human_hu:
hdc=BeginPaint(hwnd,&ps);
paint_name();
paint_card_computer();
paint_do(3);
BubbleSort(game.player[0].card_hand,game.player[0].hand+1);
for(int i=0,j=50;i<game.player[0].hand;i++) //真人玩家手牌
paint_card_hand(i);
if(curr_player%4==0) //最后一张手牌
paint_card_hand(game.player[0].hand);
for(int i=0,flag=0;i<desk_pos;i++) //已经打过的牌
{
paint_card_desk(game.card_desk[i],250+30*(i%23),110+50*(flag/23));
flag++;
}
paint_card_locked();//碰过或杠过的牌
EndPaint(hwnd,&ps);
break;
case game_over:
hdc=BeginPaint(hwnd,&ps);
paint_name();
paint_word(5);
paint_result(1);
if(curr_player==0)
{
BubbleSort(game.player[0].card_hand,game.player[0].hand+2);
for(int i=0,j=50;i<=game.player[0].hand;i++) //真人玩家手牌
paint_card_hand(i);
}
else
{
BubbleSort(game.player[0].card_hand,game.player[0].hand+1);
for(int i=0,j=50;i<game.player[0].hand;i++) //真人玩家手牌
paint_card_hand(i);
}
for(int i=0,flag=0;i<desk_pos;i++) //已经打过的牌
{
paint_card_desk(game.card_desk[i],250+30*(i%23),110+50*(flag/23));
flag++;
}
for(int i=0,j=30;i<game.player[0].hand_locked;i++) //碰过或杠过的牌
paint_card_desk(game.player[0].card_hand_locked[i],250+30*i,610);
for(int i=1;i<4;i++) //给电脑手牌排序
{
BubbleSort(game.player[i].card_hand,game.player[i].hand+1);
}
paint_computer_end();//绘制电脑的所有牌
if(curr_player==1)//单独绘制导致胡牌的一张牌
paint_card_desk(game.player[1].card_hand[game.player[1].hand],970,275);
else if(curr_player==2)
paint_card_desk(game.player[2].card_hand[game.player[2].hand],790,50);
else if(curr_player==3)
paint_card_desk(game.player[3].card_hand[game.player[3].hand],200,275);
else ;
EndPaint(hwnd,&ps);
break;
case no_winner:
hdc=BeginPaint(hwnd,&ps);
paint_name();
paint_word(5);
paint_result(3);
BubbleSort(game.player[0].card_hand,game.player[0].hand+1);
for(int i=0,j=50;i<game.player[0].hand;i++) //真人玩家手牌
paint_card_hand(i);
for(int i=0,flag=0;i<desk_pos;i++) //已经打过的牌
{
paint_card_desk(game.card_desk[i],250+30*(i%23),110+50*(flag/23));
flag++;
}
for(int i=0,j=30;i<game.player[0].hand_locked;i++) //碰过或杠过的牌
paint_card_desk(game.player[0].card_hand_locked[i],250+30*i,610);
for(int i=1;i<4;i++) //给电脑手牌排序
BubbleSort(game.player[i].card_hand,game.player[i].hand+1);
paint_computer_end();//绘制电脑的所有牌
EndPaint(hwnd,&ps);
break;
}
return 0;
case WM_LBUTTONDOWN:
if(moment==create&&LOWORD(lParam)<=460&&LOWORD(lParam)>=340&&HIWORD(lParam)<=450&&HIWORD(lParam)>=350)
{
moment=before_start;
InvalidateRect(hwnd,NULL,1);
return 0;
}
else if(moment==before_start&&LOWORD(lParam)<=460&&LOWORD(lParam)>=340&&HIWORD(lParam)<=450&&HIWORD(lParam)>=350)
{
moment=playing;
Getcard_computer(curr_player);
InvalidateRect(hwnd,NULL,1);
return 0;
}
else if(moment==playing&&LOWORD(lParam)<=340&&LOWORD(lParam)>=260&&HIWORD(lParam)<=450&&HIWORD(lParam)>=350)
{
curr_player++;
if(curr_player%4)
{
Getcard_computer(curr_player%4);
InvalidateRect(hwnd,NULL,1);
}
else
{
moment=human;
Getcard_human();
InvalidateRect(hwnd,NULL,1);
}
return 0;
}
else if(moment==human&&HIWORD(lParam)>=530&&HIWORD(lParam)<=610)
{
if((LOWORD(lParam)-250)/50<=game.player[0].hand)
{
discard_human((LOWORD(lParam)-250)/50);
moment=playing;
InvalidateRect(hwnd,NULL,1);
sound_card_human(game.card_desk[desk_pos-1]);
}
else ;
return 0;
}
else if(moment==human_peng&&HIWORD(lParam)>=370&&HIWORD(lParam)<=430)
{
if(LOWORD(lParam)>=370&&LOWORD(lParam)<=430)
{
peng_human();
moment=human;
InvalidateRect(hwnd,NULL,1);
sound_do_human(1);
return 0;
}
else if(LOWORD(lParam)>=800&&LOWORD(lParam)<=900)
{
moment=playing;
InvalidateRect(hwnd,NULL,1);
return 0;
}
else return(DefWindowProc(hwnd,message,wParam,lParam));
}
else if(moment==human_gang&&HIWORD(lParam)>=370&&HIWORD(lParam)<=430)
{
if(LOWORD(lParam)>=370&&LOWORD(lParam)<=430)
{
peng_human();
moment=human;
InvalidateRect(hwnd,NULL,1);
sound_do_human(1);
return 0;
}
else if(LOWORD(lParam)>=520&&LOWORD(lParam)<=580)
{
gang_human();
moment=human;
InvalidateRect(hwnd,NULL,1);
sound_do_human(2);
return 0;
}
else if(LOWORD(lParam)>=800&&LOWORD(lParam)<=900)
{
moment=playing;
InvalidateRect(hwnd,NULL,1);
return 0;
}
else return(DefWindowProc(hwnd,message,wParam,lParam));
}
else if(moment==human_gang_black&&HIWORD(lParam)>=370&&HIWORD(lParam)<=430)
{
if(LOWORD(lParam)>=520&&LOWORD(lParam)<=580)
{
gang_human_black();
moment=human;
InvalidateRect(hwnd,NULL,1);
sound_do_human(2);
return 0;
}
else if(LOWORD(lParam)>=800&&LOWORD(lParam)<=900)
{
moment=human;
InvalidateRect(hwnd,NULL,1);
return 0;
}
else return(DefWindowProc(hwnd,message,wParam,lParam));
}
else if(moment==human_gang_white&&HIWORD(lParam)>=370&&HIWORD(lParam)<=430)
{
if(LOWORD(lParam)>=520&&LOWORD(lParam)<=580)
{
gang_human_white();
moment=human;
InvalidateRect(hwnd,NULL,1);
sound_do_human(2);
return 0;
}
else if(LOWORD(lParam)>=800&&LOWORD(lParam)<=900)
{
moment=human;
InvalidateRect(hwnd,NULL,1);
return 0;
}
else return(DefWindowProc(hwnd,message,wParam,lParam));
}
else if(moment==human_hu&&HIWORD(lParam)>=400&&HIWORD(lParam)<=500)
{
if(LOWORD(lParam)>=670&&LOWORD(lParam)<=730)
{
if(curr_player%4)
hu_human();
moment=game_over;
InvalidateRect(hwnd,NULL,1);
sound_do_human(3);
return 0;
}
else if(LOWORD(lParam)>=800&&LOWORD(lParam)<=900)
{
if(curr_player%4)
moment=playing;
else moment=human;
InvalidateRect(hwnd,NULL,1);
return 0;
}
else return(DefWindowProc(hwnd,message,wParam,lParam));
}
else if(moment==game_over&&LOWORD(lParam)<=460&&LOWORD(lParam)>=340&&HIWORD(lParam)<=450&&HIWORD(lParam)>=350)
{
moment=create;
InvalidateRect(hwnd,NULL,1);
return 0;
}
else if(moment==no_winner&&LOWORD(lParam)<=460&&LOWORD(lParam)>=340&&HIWORD(lParam)<=450&&HIWORD(lParam)>=350)
{
moment=create;
InvalidateRect(hwnd,NULL,1);
return 0;
}
else return(DefWindowProc(hwnd,message,wParam,lParam));
case WM_DESTROY:
PostQuitMessage(0);
return 0;
default:
return(DefWindowProc(hwnd,message,wParam,lParam));
}
}
int WINAPI WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance,LPSTR lpCmdLine,int nCmdShow)
{
MSG msg;
WNDCLASS wndclass;
hbitmap=LoadBitmap(hInstance,"background");
hbrush=CreatePatternBrush(hbitmap);
wndclass.cbClsExtra=0;
wndclass.cbWndExtra=0;
wndclass.hbrBackground=hbrush;
wndclass.hCursor=LoadCursor(NULL,IDC_ARROW);
wndclass.hIcon=LoadIcon(NULL,"END");
wndclass.hInstance=hInstance;
wndclass.lpfnWndProc=WndProc;
wndclass.lpszClassName="WinFill";
wndclass.lpszMenuName=NULL;
wndclass.style=CS_HREDRAW|CS_VREDRAW;
if(!RegisterClass(&wndclass))
{
MessageBox(NULL,"注册类出错","错误",MB_ICONERROR);
return 0;
}
hwnd=CreateWindow("WinFill","游戏界面",WS_OVERLAPPEDWINDOW,0,0,1200,700,NULL,NULL,hInstance,NULL);
if(!hwnd)
return FALSE;
ShowWindow(hwnd,nCmdShow);
UpdateWindow(hwnd);
while(GetMessage(&msg,0,0,0))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
return msg.wParam;
}