📄 gamemap.h
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// GameMap.h: interface for the CGameMap class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_GAMEMAP_H__EA806DD3_8103_4FF6_AF4D_C2666C6442B9__INCLUDED_)
#define AFX_GAMEMAP_H__EA806DD3_8103_4FF6_AF4D_C2666C6442B9__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include <graphics.h>
#include <struct.h>
class CGameMap
{
typedef struct
{
char m_GameMapData[22][17];
int m_X;
int m_Y;
}UNDODATA;
public:
CGameMap();
virtual ~CGameMap();
void DrawMain();
void Init();
void Free();
void SetAt(int x,int y,char ch);
char GetAt(int x,int y);
void SetManAt(int x,int y);
BOOL SaveMap(LPCSTR filename);
BOOL LoadMap(LPCSTR filename);
void NewMap(void);
BOOL MoveMan(int nID,int d);
void GameLoop(void);
int GetLevel(void)
{
return m_MapIndex;
}
void SetLevel(int l)
{
m_MapIndex=l;
}
void Undo();
protected:
CSTACK <UNDODATA>m_undo;
BOOL bNext;
int m_MapIndex;
POINT m_ManPos;
LPCGSURFACE m_sBox;
LPCGSURFACE m_sDest;
LPCGSURFACE m_sMan;
LPCGSURFACE m_sWall;
LPCGSURFACE m_sPass;
char m_GameMapData[22][17];
RECT m_Rect;
void DrawMap();
void DrawMan();
BOOL CheckGameOver();
void ShowPass(void);
BOOL LoadNextMap(void);
void PushData(void);
};
#endif // !defined(AFX_GAMEMAP_H__EA806DD3_8103_4FF6_AF4D_C2666C6442B9__INCLUDED_)
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